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 How we should create music.

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Buggy1997123
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PostSubject: How we should create music.   Tue Apr 17, 2012 9:32 pm

I have an idea for how we could create a soundtrack; instead of using whole, premade music tracks, we have a bunch of smaller tracks that are randomly, but constantly played.

This would help keep the music fresh sounding(if we wanted to mix it up, we could just add a few more of the small tracks), and music could be adapted by changing the weighted chance of certain tracks.

Issues could include making the tracks go together well, but one fairly popular game already does exactly this and it works very well.

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PostSubject: Re: How we should create music.   Tue Apr 17, 2012 9:52 pm

Yea... Just have random combinations, and a few set and full tracks for certain situations, like killing an assualt ship or something.
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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 2:15 pm

What game does this fairly well and is popular?

I'd like to see some HEEEAVILY weighted Artem Bank in there.
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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 4:40 pm

Legion wrote:
What game does this fairly well and is popular?

I'd like to see some HEEEAVILY weighted Artem Bank in there.

Star Sonata

The new version of it uses primarily prerecorded music, but still uses the randomly generated music in some places.

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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 7:30 pm

Spore had an extreme version of this. It sounded very spacy.

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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 7:41 pm

Keon wrote:
Spore had an extreme version of this. It sounded very spacy.

I found the music from Spore... too calming for our tastes. We need more awesomeness.

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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 8:24 pm

Definently, but the music should be random, 10 or so second tracks mixed together.
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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 8:34 pm

ACH0225 wrote:
Definently, but the music should be random, 10 or so second tracks mixed together.

I'd say 30 seconds to a minute.

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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 9:22 pm

Dragon rider plays when phase jumping.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 9:24 pm

Keon wrote:
Dragon rider plays when phase jumping.
And the Imperial March whenever you walk onto the bridge.

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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 9:28 pm

Nah.

But how do we get the feel? I mean, if I want to be an evil empire, how do I play evil music?

Obviously, our music must be impartial.

Tempo can speed up as combat occurs.



So, it is up to us. How random should the music be? I mean, fully procedural music might be kinda cool, and it would use much less data. The downside is it can sound dumb.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 10:53 pm

It works rather well actually, I'll record you a sample from Star Sonata tommorow.

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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 10:54 pm

Fully procedural, or 10 second things mushed together?

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: How we should create music.   Wed Apr 18, 2012 11:18 pm

Who needs humans? I have my own musicians now!

The Best Music.

And a wikipedia article with links.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: How we should create music.   Thu Apr 19, 2012 7:03 pm

Buggy1997123 wrote:
I have an idea for how we could create a soundtrack; instead of using whole, premade music tracks, we have a bunch of smaller tracks that are randomly, but constantly played.

This would help keep the music fresh sounding(if we wanted to mix it up, we could just add a few more of the small tracks), and music could be adapted by changing the weighted chance of certain tracks.

Issues could include making the tracks go together well, but one fairly popular game already does exactly this and it works very well.

I can make sound tracks.
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PostSubject: Re: How we should create music.   Sun Apr 22, 2012 6:11 pm

Heres a example for you guys: http://soundcloud.com/buggy-5/sets/music-parts

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