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Re: SOUNDTRACK

PostPosted: 07 Nov 2011, 22:17
by qreeves
Fmod, while free, is not open source, and is a binary-only distribution. Back in the days of BF, I did actually switch over to fmod for a while, but we found the number of problems that cropped up to be too much of an issue, especially on various linux distros. If anything, should be looking at openal (as assaultcube uses), because it is open source and much more liberally licensed.

These days anything that is free only for non-commercial use is not allowed in RE, as I made an executive decision that everything in the package should be free for ANY purpose, the only caveats I really allow are BY (must give credit) and to a lesser extent SA (share-alike, must share the content and any modifications you make - this one can only apply to art/etc and not code). This allows myself and anyone else to create commercial mods if they want, and thus generate revenue like I hope to one day with another gameplay genre I have planned (when I actually get around to it, lol).

Re: SOUNDTRACK

PostPosted: 07 Nov 2011, 23:41
by Goku
cool, thanks for the clarification. I will check out openal and see what I can come up with. In the meantime, I will make a mix of the music in a single stereo file. ill make it 1 minute for the 1 minute remains for the time being just to see if it works with the game.

I am ok with anything I provide for RE to be reusable by anyone for any commercial purposes.

If anyone has ideas for a theme of music, I can make the mix and create the AA later if the concept fits.

Re: SOUNDTRACK

PostPosted: 08 Nov 2011, 10:40
by TheLastProject
qreeves {l Wrote}:Fmod, while free, is not open source, and is a binary-only distribution. Back in the days of BF, I did actually switch over to fmod for a while, but we found the number of problems that cropped up to be too much of an issue, especially on various linux distros. If anything, should be looking at openal (as assaultcube uses), because it is open source and much more liberally licensed.

These days anything that is free only for non-commercial use is not allowed in RE, as I made an executive decision that everything in the package should be free for ANY purpose, the only caveats I really allow are BY (must give credit) and to a lesser extent SA (share-alike, must share the content and any modifications you make - this one can only apply to art/etc and not code). This allows myself and anyone else to create commercial mods if they want, and thus generate revenue like I hope to one day with another gameplay genre I have planned (when I actually get around to it, lol).

You have no clue how happy the mention "we care about our Linux users as well and won't do such stuff if it screws them over" made me... Even if it's not the only reason to not use it, taking something like that into consideration makes me one happy Linux gamer.

Re: SOUNDTRACK

PostPosted: 08 Nov 2011, 11:57
by Ulukai
TheLastProject {l Wrote}:
qreeves {l Wrote}:Fmod, while free, is not open source, and is a binary-only distribution. Back in the days of BF, I did actually switch over to fmod for a while, but we found the number of problems that cropped up to be too much of an issue, especially on various linux distros. If anything, should be looking at openal (as assaultcube uses), because it is open source and much more liberally licensed.

These days anything that is free only for non-commercial use is not allowed in RE, as I made an executive decision that everything in the package should be free for ANY purpose, the only caveats I really allow are BY (must give credit) and to a lesser extent SA (share-alike, must share the content and any modifications you make - this one can only apply to art/etc and not code). This allows myself and anyone else to create commercial mods if they want, and thus generate revenue like I hope to one day with another gameplay genre I have planned (when I actually get around to it, lol).

You have no clue how happy the mention "we care about our Linux users as well and won't do such stuff if it screws them over" made me... Even if it's not the only reason to not use it, taking something like that into consideration makes me one happy Linux gamer.


+1 :)

Re: SOUNDTRACK

PostPosted: 08 Nov 2011, 12:18
by qreeves
Yeah, well I do have a strict sense of cross-platform portability. I don't care what platform you're on, so long as you can play RE the same as everyone else and be happy :)

Re: SOUNDTRACK

PostPosted: 09 Nov 2011, 16:41
by D.A.M.I.E.N.
TheLastProject {l Wrote}:At any rate, awesome, awesome, awesome.
(The original stuff you made was pretty good as well D.A.M.I.E.N., but I personally prefer the idea of this Adaptive Audio more. Sorry about them hijacking your topic =/)


Thank you. I appreciate it. I'm glad that I started the discussion about the music at least. I'm used to do vain work. :)

(pls sorry possible english errors)

Re: SOUNDTRACK

PostPosted: 09 Nov 2011, 21:26
by greaserpirate
Personally, I don't see any reason why DAMIEN's music can't be made into Adaptive Audio.

Re: SOUNDTRACK

PostPosted: 10 Nov 2011, 00:01
by Goku
yes, I can make the AA for anyone who wants to send me a DAW session. Or u can make it as well. Im hoping this thread can be the go to place to discuss sountrack implementation for anyone.