music tracks, technical things

Re: music tracks, technical things

Postby hulk » 01 Dec 2012, 22:17

I think something like this would fit the game:


youtu.be/_tqEyzNkMtA

youtu.be/UUt9f6CJGrE

It's music from the discontinued nexuiz game (now being coninued under the name xonotic) these fast drum beats are really awesome and fit the gameplay perfectly, the genre is liquid drum and bass.
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Re: music tracks, technical things

Postby raiden » 01 Dec 2012, 23:03

Not a bad suggestion. Jungle/D'n'B would fit the game indeed. There are also different artists in the web, providing their music of this genre for free. It shouldn't be that difficult to come in contact with them. I have no time to find some links atm, but maybe later.
This kind of music evolved around 1992/93 growed and developed into different directions.
The scene had their peak of popularity around 1996 up to the 2000er years and bought much albums around that time. Every Tv channel and many movies and games played the music to make themselves "cooler", by using tracks out of the clubs. Many famous musicians experimented with this genre (david bowie e.g.). Now they seem to be more an underground phenomenon again. So very good people from the starting times publish partly free tracks also today.
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Re: music tracks, technical things

Postby quintux_v » 02 Dec 2012, 02:03

@hulk: the tracks are nice, though I feel that they kind of push towards a theme of stealth and tension, kind of like a spy game. However, speaking of xonotic, have you heard the music in the trailer? It's probably too heavy for RE, but it's dramatic and hard-hitting. http://www.youtube.com/watch?v=9Zsp1ahGgWE. In the description, there's something about a "Brand X music" company that I guess makes music for video games and TV. It's got a very nice catalogue; even if you can't use the music, it's nice inspiration.
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Re: music tracks, technical things

Postby ballist1c » 02 Dec 2012, 02:47

Here is the best music for our game, IMO. Playing this loud on some nice speakers really gives a deep atmospheric feel. Quite long, and it's got some nice instruments in it as well. Check out Kryptic Minds' album, One Of Us, for some real nice music while fragging ;)

youtu.be/lYFdLd0qUZU

This type of music is old-school dubstep, a.k.a "dub" or "darkstep".
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Re: music tracks, technical things

Postby raiden » 02 Dec 2012, 03:07

@Inogord: I don't think that this music is obsolete. The fact that the genres have peaks of popularity shows only that the taste of the mainstream just changes from time to time in the society - a normal process. Apart from this that music is still a part of the popculture and influences many other genres in music, like dubstep also. They are even related to each other and dubstep is also a phenomenon of mode. It existed still much longer before the games industry and media discovered it for their needs.
Besides that it isn't only a question of the genre. The question whether the music is able to fit or underline the feeling and mood of the game should be much more important, just because this can make a big difference and influnces the whole thing. Depending on the project ~ up to 50% I would rate.
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Re: music tracks, technical things

Postby Inogord » 02 Dec 2012, 12:48

Guys, I listen your music and sleep.
Listen to this:

youtu.be/G3wRMM4DPAw

youtu.be/TTkZt8r2lko
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Re: music tracks, technical things

Postby greaserpirate » 02 Dec 2012, 18:24

Inogord {l Wrote}:Guys, I listen your music and sleep.
Listen to this:


The devs have chosen this style of music because they like the way it fits. I love more intense music, but we already have Drachen's Black Edition if you want intense music, and there's always Pandora Radio (what I use) or Last.fm. If you want a really intense station, try adding Jeff Loomis and Two Steps from Hell.
Besides, if you want you can just move your music files to the sounds/music folder and type "/music" to switch between tracks ingame.

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Re: music tracks, technical things

Postby ballist1c » 02 Dec 2012, 19:37

<headbang> RAAAAA ANGRY MUSIC RAAAAAAAAAHHH </headbang>
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Re: music tracks, technical things

Postby Evropi » 02 Dec 2012, 20:11

It's important to go with just one style of music. Note I said 'style', because 'genre' is too broad.

OpenTTD restricts the music it accepts into OpenMSX (the default music package) to a certain type of jazzy music. It really succeeds in giving you that businessman feel. Red Eclipse should replicate this, but we need to pick a style first.
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Re: music tracks, technical things

Postby fawstoar » 03 Dec 2012, 15:52

I usually listen to whatever music I feel like listening too when I play RE. Or a podcast.

I'd be interested in making some music for the game, though I can't give an estimate on when I would have some time to actually get around to it in the near future.

Here's a sample of my previous work:
http://soundcloud.com/fawstoar/nomad-v2-0
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Re: music tracks, technical things

Postby Inogord » 03 Dec 2012, 22:39

fawstoar, for playing sleep also. And for the menu too sad (maybe only for Max Payne will normal).
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Re: music tracks, technical things

Postby hulk » 03 Dec 2012, 23:48

Inogord {l Wrote}:This music is obsolete. Dubstep better.
Can still be dark techno or cyber goth or cyber industrial.
But me like death metalcore / death melodic / brutal death / brutal death metalcore. ^^


Hell no. Dubstep is far to intense and intrusive for a game like this. The purpose of the music should be not to distract you from gameplay but rather support the experience and play supportively in the background and should never push itself in the foreground of the players attention. This is why i have chosen ambient/liquid DnB because music like this is not intrusive at all and supports the game in a nice way, in my opinion.

Not even sauerbraten does it right,with all the guitar solos in the music. I mean it's nice music but in fast quake-ish games like this, music should never catch the players attention.
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Re: music tracks, technical things

Postby quintux_v » 04 Dec 2012, 01:26

hulk {l Wrote}:
Inogord {l Wrote}:This music is obsolete. Dubstep better.
Can still be dark techno or cyber goth or cyber industrial.
But me like death metalcore / death melodic / brutal death / brutal death metalcore. ^^


Hell no. Dubstep is far to intense and intrusive for a game like this. The purpose of the music should be not to distract you from gameplay but rather support the experience and play supportively in the background and should never push itself in the foreground of the players attention. This is why i have chosen ambient/liquid DnB because music like this is not intrusive at all and supports the game in a nice way, in my opinion.

Not even sauerbraten does it right,with all the guitar solos in the music. I mean it's nice music but in fast quake-ish games like this, music should never catch the players attention.


+1. I've actually never played RE with music; I try to focus on the sounds so I can hear if I'm hitting someone or not. Kind of goes in that direction.
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Re: music tracks, technical things

Postby fawstoar » 04 Dec 2012, 04:46

Inogord {l Wrote}:fawstoar, for playing sleep also. And for the menu too sad (maybe only for Max Payne will normal).


I wasn't suggesting a style of music for the game, just demonstrating that I might be able to help with the soundtrack.
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Re: music tracks, technical things

Postby Inogord » 13 Dec 2012, 16:58

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Re: music tracks, technical things

Postby quintux_v » 14 Dec 2012, 02:44

can we ban someone for pseuodo-spamming?
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Re: music tracks, technical things

Postby Dratz-_C » 07 Sep 2013, 02:56

Hi Folks,
I'll put a bit about my map music, "Quaternion." I decided in the beginning to move my tracks in pitch away from the middle frequency range of 600hz to 6khz because this was necessary to hear in order to play the game. I recorded a theme I came up with using an acoustic guitar and a studio microphone. Then I spliced it to perfect the strum timings and pitch-shifted it up to sound like a ukulele. After that for effects, I added plenty of compression to make it sound more electric, some distortion to give it a rough edge, and a strong wah-wah to sound more video game-like.

Then I recorded a base line I composed for the song with the lowest string of the acoustic guitar and the studio microphone. I spliced it up to perfect the strum timings and pitch-shifted it down to sound like a base. Then I added compression to make it sound electric and strong distortion to give it an edge.
Next I added the percussion. Because I can't afford a drum set, I used a studio kit from a sample library I have. I used the loudest samples I had with an on-or-off approach so that it matched the existing "Red Eclipse" percussion and would remain distinguishable in the final mix. I heavily compressed it.

Finally, when mastering the assembled song, I added another compressor to even out the temporal differences in overall track volume. I followed this with an equalizer to let me leave open what frequency range is most necessary to play "Red Eclipse," which is in my experience the middle range I wrote about above, and tell the music to get quieter when in this range. The process was easier because I planned it this way from the beginning.

I have a question. When it is present, should map music be sent with the other map files when a map is transfered from or to a server? Pre-depending on the results of a forum search, I should probably post this as a poll.

An example would be: mapname.mpz, mapname.cfg, mapname.wpt, mapname.txt and mapname.ogg.
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