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PostPosted: Tue Jun 13, 2006 3:25 pm 
Fish Doggy
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T-1 wrote:
Raikoh wrote:
T-1 wrote:
Machaira wrote:
That doesn't mean there needs to be music 24/7 though. :)

Uhhh, why not? The only game I can think of that didn't have music 24/7 was Half-Life.


Because sometimes a lack of music can have more impact than music. Doom 3 uses a lot of ambience (not the genre) to build atmosphere like this. Say, if the player character walks into what remains of a YMCA-esque family center, with words like 'Help' and 'Succumb' written in blood on the walls. Can you think of any kind of music that suits that?

Quiet creepy ambient non-intrusive music like that which androne makes? Besides, Doom 3 is not a very good example of a scary game that we wish to follow, IMHO.


Not ambient music. Have you ever been underwater? That "sound" you hear is not unlike ambience. Have you ever watched those space movies where in the space scenes you'll hear something that sounds like nothing? That's ambience. Besides, I wasn't trying to say that Doom 3 was scary, I was trying to say that it uses a lot of ambience. :)

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PostPosted: Tue Jun 13, 2006 4:34 pm 
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Raikoh wrote:
T-1 wrote:
Raikoh wrote:
T-1 wrote:
Machaira wrote:
That doesn't mean there needs to be music 24/7 though. :)

Uhhh, why not? The only game I can think of that didn't have music 24/7 was Half-Life.


Because sometimes a lack of music can have more impact than music. Doom 3 uses a lot of ambience (not the genre) to build atmosphere like this. Say, if the player character walks into what remains of a YMCA-esque family center, with words like 'Help' and 'Succumb' written in blood on the walls. Can you think of any kind of music that suits that?

Quiet creepy ambient non-intrusive music like that which androne makes? Besides, Doom 3 is not a very good example of a scary game that we wish to follow, IMHO.


Not ambient music. Have you ever been underwater? That "sound" you hear is not unlike ambience. Have you ever watched those space movies where in the space scenes you'll hear something that sounds like nothing? That's ambience. Besides, I wasn't trying to say that Doom 3 was scary, I was trying to say that it uses a lot of ambience. :)

Did you listen to the link I provided?

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PostPosted: Tue Jun 13, 2006 4:46 pm 
Fish Doggy
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Nnnnot quite. 56k dialup has its limits. I was only able to listen to about the first 3 seconds of the techno track Lars posted.

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PostPosted: Tue Jun 13, 2006 4:57 pm 
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oh heheh. Well, it's only loosely "music" by the traditional definition. And to be honest, I would consider some of the ambience in Doom 3 to be music.

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PostPosted: Tue Jun 13, 2006 5:10 pm 
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T-1 wrote:
Did you listen to the link I provided?

Cut out the last part and I think it would fit in well with the mine mission.

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PostPosted: Wed Jun 14, 2006 7:46 pm 
sorry for butting into the conversation (again, its a bad habit) but there is a really nice guy who has some really great songs, and he ranges from chipper music, to the dark sort of creepy music. He did a few of the songs for the opensource game "Battle for Wesnoth", and i think he enjoys making music for that sort of thing.I have talked to him a couple times, and he is a really nice guy. his website with his email can be found here: www.zhaymusic.com


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PostPosted: Thu Jun 15, 2006 1:00 am 
Fish Doggy
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Get in the shredder?

My nosehairs are magical?

Gordon Freeman will explode?

... WTF?

Note:: I haven't listened to these... dialup, remember.

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PostPosted: Thu Jun 15, 2006 1:26 am 
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Hmm, haha... he does some obscure stuff as well.... i was mostly thinking of his minerva style songs, and not so much his nose hair and shredder ones, (although good.... not for a game, ;)


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PostPosted: Thu Jun 15, 2006 1:27 am 
King Code Monkey
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Anonymous wrote:
www.zhaymusic.com

Here's a list of some cool tracks:

Traversal - rich sound, moody
Unfocused - quick tempo
Monsters - hip-hoppy, but deep and full sounding
Egoboo Demo - reminds me of the score of LotR
Thousand Island Dressing - nice up to the 1:00 mark then changes a bit too much for me
Specter
The Wizard - have to chop this up for the good parts :)

The guy has some good stuff. I'd love to see what he could do with something specifically for our game.

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PostPosted: Thu Jun 15, 2006 5:06 am 
Funky Monkey
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Lars wrote:
Hmm I don't know if I should have anything with this part of the game to do, but I made a simple tune at the studio. thought you might wanna hear it.

http://web.comhem.se/~u22205900/gpwiki_Community_Project.mp3

it has a quick pace and is quite dark.

You have a studio! :eek

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PostPosted: Thu Jun 15, 2006 11:34 am 
Bytewise
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Daniel wrote:
You have a studio! :eek


not by my own though. together with my bro and a friend

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PostPosted: Sun Dec 10, 2006 11:54 pm 
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http://blacknoise.f2o.org/mp3/745.mp3
how does this sound as an ambient track for extradimensional-critter infested mountains?

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PostPosted: Mon Dec 11, 2006 3:53 am 
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That sounds pretty cool.


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PostPosted: Sun Dec 17, 2006 7:58 am 
as for sound effects in the game, that is the only thing that I don't have when it comes to making game.

does anyone know a good(and mabie free) utility that created sound effects from sound wave generators(or synths) and stuff?

sorry for the noobish question.


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PostPosted: Sun Dec 17, 2006 9:45 am 
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You could look into a demo of Fruity Loops. It comes with a a LOT of effects/samples and everything.

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PostPosted: Sun Dec 17, 2006 2:21 pm 
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Almar Joling wrote:
You could look into a demo of Fruity Loops. It comes with a a LOT of effects/samples and everything.

FL Studio is a sequencer oriented towards music production, for making effects for a game I would recommend using a modular synthesis engine like Native Instruments Reaktor (or possible MAX/MSP), in combination with an audio editor like Sony Sound Forge. If you don't want to pay any money, use PureData (an open source MAX/MSP clone created by the original designer of the MSP graphical audio programming language), in combination with Audacity, an open source audio editor. You get what you pay for, however.

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PostPosted: Sun Dec 17, 2006 3:25 pm 
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Well, there are actually some sound synthesizers effect thingies where you can change a lot of stuff. For some basic sounds, it works quite well. :)

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PostPosted: Sun Dec 17, 2006 4:18 pm 
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Almar Joling wrote:
Well, there are actually some sound synthesizers effect thingies where you can change a lot of stuff. For some basic sounds, it works quite well. :)

I know, I use FL studio for music (in addition to a couple of programs hooked into, and several vst and directx audio plugins).

However, for something like sound fx, an audio editor, a modular synth, and a microphone works so much better.

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PostPosted: Fri Dec 22, 2006 8:10 pm 
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http://blacknoise.f2o.org/mp3/the_hair_ ... hicago.mp3
would this work as combat music?

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PostPosted: Fri Dec 22, 2006 8:26 pm 
King Code Monkey
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Way too electronicy for my taste. I'm thinking a darker theme is more what we should be trying for overall. I bookmarked a site at home that has a lot of tracks that I liked for various gameplay moments (combat, exploration, etc). I'll post it in a half-hour or so.


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