SOUNDTRACK

SOUNDTRACK

Postby D.A.M.I.E.N. » 30 Oct 2011, 17:15

Hello Community!

I making this topic because I think that would be good finally to start discussion about music in RE.
(Game as complex is working quite good I think, it's already fully playable game, except some bugs
and unfinished things.)

So my intent was just to create an original music, as we are able to listen to it in other gaming titles.
And since it didn't make so attention and since developers didn't give me propriate feedback to work
on that, I posting these few songs on this forum to know if it has worth to continue or not. If yes,
then would be good if someone who making music contribute by his work, because I guess that there
should be has minimally about 15 tracks.

Also would be good to know how the music is licenced in RE. From what I heard from developers
it sounds like too much issues with that. I expect some kind of expression. I hope you will like this
sound (genre) of songs. Someone could hear influence of old console games. Someone could hear
in that influence of modern styles. Choose whatever you want. It's made for Red Eclipse, what is
fast movement based action game, and I think that few good rhythms and melodies sounding in
background can make the gameplay even more funny.

I am sorry for all my english errors.


Link to download:

http://www.mediafire.com/?d8m5mnx33eo5w55 (3 complete songs) (OLD not working link)

password: resound

Enjoy! :cool:

Damien
Last edited by D.A.M.I.E.N. on 27 Oct 2012, 19:35, edited 1 time in total.
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Re: SOUNDTRACK

Postby fawstoar » 30 Oct 2011, 17:49

I can't seem to open this file. I'm on an older iMac, so that may be the problem... do I need to enter the password somehow to unzip it!? That seems unlikely. Red Eclipse could definitely use more music though.
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Re: SOUNDTRACK

Postby riidom » 30 Oct 2011, 18:26

I'm not a musician at all so I can't give some good critics.. I heard them in loop for *looks on clock* an hour now while reading forums, so.. what I can say, is, it works good as background music and it didn't annoy me (what can happen pretty quick sometimes).

On other side, to be honest, I am one of these kind who do turn off game music as very first thing and then listen to my own stuff.
But aside from that, it sounds good to me, so if you have fun doing that stuff, I would enourage you to make more :)

About the license.. also no expert here, but as all media is cc-by-sa, why not the music as well? Once you made your mind up about that, maybe insert a license.txt in the .zip file. But get more opinions about that, I've been just guessing here.

fawstoar: It wanted the PW as I attempted to unzip. Do you have alternative (un)zipper-software on your iMac to try out?
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Re: SOUNDTRACK

Postby greaserpirate » 30 Oct 2011, 20:29

If you send me the tabs I might be able to record some of the guitar parts, unless you want to keep rocking the retro NES sound. (The intro to Underwater Paraide might be a bit tricky tho :D)

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Re: SOUNDTRACK

Postby D.A.M.I.E.N. » 30 Oct 2011, 21:15

greaserpirate {l Wrote}:If you send me the tabs I might be able to record some of the guitar parts, unless you want to keep rocking the retro NES sound. (The intro to Underwater Paraide might be a bit tricky tho :D)


Yeah... The odour of retro NES sound is exactly what makes the right atmosphere what I think fit well with the fast/sometimes crazy gameplay. lol But of course it would sound much better with real instruments, I know. Especially guitar parts with some similar tasty effect. :p I will see how it will go. If you are able to play the intro in Underwater Paradise you're probably guitar master. :D Anyway, thanks for offer ;), I will see what next to do with that. In progress is few another songs.
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Re: SOUNDTRACK

Postby Ulukai » 30 Oct 2011, 22:06

I like the music and the melody a lot. It's catchy and that's good. But the retro sound doesn't fit the game that well imo. Ever played the platformer VVVVVV? Your music reminds me of that game and would be a nice addition to that game. Anyway, I don't listen to music in any games but I think that listening to music while fragging can be entertaining for others.
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Re: SOUNDTRACK

Postby D.A.M.I.E.N. » 30 Oct 2011, 22:47

Ulukai {l Wrote}:I like the music and the melody a lot. It's catchy and that's good. But the retro sound doesn't fit the game that well imo. Ever played the platformer VVVVVV? Your music reminds me of that game and would be a nice addition to that game. Anyway, I don't listen to music in any games but I think that listening to music while fragging can be entertaining for others.


Thank you. The sound is not the real retro sound, it has just odour of old NES sound a bit. :D I don't remember if I ever played the platformer... So I can't tell, but I checked some video. Music seems like normal NES music.
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Re: SOUNDTRACK

Postby LuckyStrike-Rx » 31 Oct 2011, 00:06

Sound pretty nice. I really like it.

I'll try to explain why music is complicated in Red Eclipse.
So my intent was just to create an original music, as we are able to listen to it in other gaming titles.
And since it didn't make so attention and since developers didn't give me propriate feedback to work
on that, I posting these few songs on this forum to know if it has worth to continue or not. If yes,
then would be good if someone who making music contribute by his work, because I guess that there
should be has minimally about 15 tracks.


Quin point of view is that everyone turns off music in a fps to play his own playlist. That's why no music ingame is planned.
The only music is the main Red Eclipse theme.
I'm not against more music for the campaign, eventually, but it won't be anytime soon.

Also would be good to know how the music is licenced in RE. From what I heard from developers
it sounds like too much issues with that. I expect some kind of expression. I hope you will like this
sound (genre) of songs. Someone could hear influence of old console games. Someone could hear
in that influence of modern styles. Choose whatever you want. It's made for Red Eclipse, what is
fast movement based action game, and I think that few good rhythms and melodies sounding in
background can make the gameplay even more funny.


Yes, everything on Red Eclipse (maps, models, textures, sound), have to be licensed under CC-BY-SA 3.0 or Public Domain. this mean that every content can be used for any commercial use, redistribution, etc... This also mean music or sound mustn't use any licensed sample.
This decision have been take after the fork, when lead Artist left the project, and forbid any use of his content for Red Eclipse.
Now, whatever happen, Red Eclipse content will stay in Red Eclipse, and can be use for any other project.

However, I really like this music and I'll probably add them to some playlist. Keep working on this, it's pretty good!
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Re: SOUNDTRACK

Postby qreeves » 02 Nov 2011, 09:56

Yes, CC-0 CC-BY or CC-BY-SA are the preferred licenses.
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Re: SOUNDTRACK

Postby D.A.M.I.E.N. » 03 Nov 2011, 16:16

LuckyStrike-Rx {l Wrote}:Quin point of view is that everyone turns off music in a fps to play his own playlist. That's why no music ingame is planned.
The only music is the main Red Eclipse theme.
I'm not against more music for the campaign, eventually, but it won't be anytime soon.

Quin's point of view is wrong then. Of course that most players turns off music in FPSs. But I just know that would be nice sometime listen when fragging original songs created specially for Red Eclipse. And always there can be option to disable music... Why should game makers of all epoch of gaming adds music for their titles? :D It has sense. Or not, Quinton? :)
...it sounds a bit like waste of time to me to continue work on that.

LuckyStrike-Rx {l Wrote}:Yes, everything on Red Eclipse (maps, models, textures, sound), have to be licensed under CC-BY-SA 3.0 or Public Domain. this mean that every content can be used for any commercial use, redistribution, etc... This also mean music or sound mustn't use any licensed sample.
This decision have been take after the fork, when lead Artist left the project, and forbid any use of his content for Red Eclipse.
Now, whatever happen, Red Eclipse content will stay in Red Eclipse, and can be use for any other project.
However, I really like this music and I'll probably add them to some playlist. Keep working on this, it's pretty good!

Thank you.
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Re: SOUNDTRACK

Postby BruceW » 03 Nov 2011, 17:17

Wow, nice job DAMIEN.

Maybe there can be a playlist button in RE, so that the player himself can choose if the songs and what songs are played during the game or not.

Personally, I would only use the strong rock elements of the songs instead of the calm parts.

"Birth of a Legend" has already been used in our official clan intro on Youtube http://www.youtube.com/watch?v=SGywxa_hO-0.. Maybe you can all watch it to get a better impression how the song can work with the game.
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Re: SOUNDTRACK

Postby Goku » 03 Nov 2011, 19:20

Ive started making a Red Eclipse spotify playlist. I would love it if the playlist could be built by the community and not just me.

spotify:user:mangodurban:playlist:2ABScthhaqR5kLRi8EWI6Y

if your wondering what spotify is, imagine a free itunes library for streaming music from playlists.

spotify.com to download the app - then just drag the first link into your playlists column to add the RE playlist.

if that does not work try this link

http://open.spotify.com/user/mangodurba ... kLRi8EWI6Y
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Re: SOUNDTRACK

Postby LuckyStrike-Rx » 04 Nov 2011, 02:33

Quin point of view...

I should not spoke in the name of someone else, sorry. Don't consider this argument.
That's what he said.
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Re: SOUNDTRACK

Postby xjojox » 04 Nov 2011, 16:10

It has always been the consensus of the devs that music isn't needed and in 1.2 we are moving in a more interactive music direction inspired by the popularity of the hit tones. Now all sound effects are more musical in nature allowing you to experience music created from the action around you. :cool:

If you want in-game music we suggest a media player such as winamp and the community has also created a script that will allow you to create playlists for ingame. http://forum.freegamedev.net/viewtopic.php?f=53&t=1475&p=14152&hilit=music#p14152
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Re: SOUNDTRACK

Postby Ulukai » 04 Nov 2011, 20:42

xjojox {l Wrote}:It has always been the consensus of the devs that music isn't needed and in 1.2 we are moving in a more interactive music direction inspired by the popularity of the hit tones. Now all sound effects are more musical in nature allowing you to experience music created from the action around you. :cool:

If you want in-game music we suggest a media player such as winamp and the community has also created a script that will allow you to create playlists for ingame. http://forum.freegamedev.net/viewtopic.php?f=53&t=1475&p=14152&hilit=music#p14152


That sounds really nice, I've always been a big fan of the hit tones in RE. It encourages to kill some more suckers :cool:
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Re: SOUNDTRACK

Postby LuckyStrike-Rx » 04 Nov 2011, 23:22

The only shooter I know doing this well was Rez on dreamcast
http://www.youtube.com/watch?v=iwWWkgx2Stc
http://www.youtube.com/watch?v=aAncDNDsv7s

It was really well done, but it's easier when the game is totally linear (on a rail).
Also, adding a small beat in the background sound it help to coordinate the "musical sound"

In RE 1.2 I really don't ear the interactive music yet, but It maybe it will come if more sound are added (like a specific sound for wall run, a rhythmic foot step, more bullet whistle, impact sound, idk)
I'm really not a musician, so I really don't know how to do this well
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Re: SOUNDTRACK

Postby greaserpirate » 05 Nov 2011, 19:21

I suppose one step towards this would be to have "mood music", like some quiet and possibly suspenseful music for when nobody's around, some badass funk rock for when you're fighting someone, some really intense metal/techno for when a flag is stolen, and maybe some music for sprees, domination, one-minute-remaining, etc. We could also synchronise it with the rhythm of the guns too, but that might affect some people's weapon choice ("if I choose the smg, this music is really going to rock!").

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Re: SOUNDTRACK

Postby qreeves » 06 Nov 2011, 09:51

greaserpirate {l Wrote}:I suppose one step towards this would be to have "mood music", like some quiet and possibly suspenseful music for when nobody's around, some badass funk rock for when you're fighting someone, some really intense metal/techno for when a flag is stolen, and maybe some music for sprees, domination, one-minute-remaining, etc. We could also synchronise it with the rhythm of the guns too, but that might affect some people's weapon choice ("if I choose the smg, this music is really going to rock!").

I quite agree with this idea myself; I always liked how they did that sort of stuff in Mirrors Edge, it gave the flow of the game an apprpopriate rythym.
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Re: SOUNDTRACK

Postby Goku » 06 Nov 2011, 21:35

it is challenging to get different types of music to flow together if they are constantly changing. one way to fix this would be to use Multiple Channel Wav Files (not sure if ogg supports this) and FMod to create adaptive audio. basically, these files are stacked versions of the same song in one file with more elements added in each version. version one could be an ambient sound, version 2 is the ambient sound with an extra noise, version 3 is those two with drums added, ect. all thats needed after the file is made is a developer to tie different versions (stages) of the file to different game states or events. this can be anything from decreasing health triggereing more intense versions of the music to the flag being taken or your proximity to the enemy ect.

There would only need to be a few multiple wave files to cover all the styles needed for different actions. then the gamestate can control the dynamic music of the event.

What I am thinking (if the weapon based music idea is the goal) is dynamic music for each weapon. each with its own gamestates for
1. Pick up weapon (normal play lowest intensity) this can be an ambient part of mix with little musicality.
2. close to enemy/fighting (second level of intensity) slightly more musical
3. Flag or bomberball taken ( third level of intensity) musical and intense
4. 1 min remains (highest level of intensity) very intense

that would mean 8 channels of audio for each weapon in the game. if the idea grows, there can be several "songs" for each weapon to remove any repetitive feel.

I can do the multiple wave files so if the idea seems valid I can get to work on it. Just let me know of some musical styles to start with and maybe leave and example or two. I want to make sure RE can work with multichannel audio files as well before I get started.

check out this video if you want to find out exactly how this works. (u can skip to the end of the video if you don't need all the technical info.)

http://www.youtube.com/watch?v=hNaL6fIW ... re=related
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Re: SOUNDTRACK

Postby LuckyStrike-Rx » 06 Nov 2011, 23:26

The idea of mood music (mood rhythm would be better as the actions and sound effect are supposed to bring the music) would be the best way to get interactive music.

If you have all the rhythm playing in continue but with different level, they would be always coordinated.
You 'just' have to higher the level when a enemy is coming close or when the flag is stole, whatever.

Playing a music when you kill a enemy would also be rewarding.

I also tryed to change weapon adelay for that all of them have the same rhythm base, and it worked pretty well. I used a 75bpm (800ms) bass and a 150bpm (400ms) one in the background, then changed all weapon delay to be 100 200 400 800 or 1600.
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Re: SOUNDTRACK

Postby Goku » 07 Nov 2011, 04:44

Here is an adaptive audio file I made for testing purposes. All I need is someone who can try to code it into the game. It has 3 levels of intensity and can be tied to the game states or events the coder sees fit. The music was made quickly for testing. If it works i can begin creating the music requested by a dev.

http://www.youtube.com/watch?v=AOZcsP4qWnM

if you can code it let me know if the attachment is the file you need.

this may help with the coding, im not very familiar in that area.
http://www.gamedev.net/page/resources/_ ... fmod-r2098

I believe this is the file that is for programming into the game. I named it 1rifle but it can be used for any 3 events.
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Re: SOUNDTRACK

Postby Goku » 07 Nov 2011, 07:25

this adaptive audio file is to test with luckystrikes idea. This is a drum based audio file that intensifies with 3 game states or events. it is at 150 bpm so it should line up with your idea.

here is a video with showing the music at different states. (fixed the loudness changes after video was made)

http://www.youtube.com/watch?v=W0KDg5eN0JI


this file should be what you need for coding lucky.

http://www.mediafire.com/?thssj9tawj1zwis
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Re: SOUNDTRACK

Postby LuckyStrike-Rx » 07 Nov 2011, 08:54

this file should be what you need for coding lucky.

I don't code anything, sorry :) I'm just on models/maps area.
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Re: SOUNDTRACK

Postby TheLastProject » 07 Nov 2011, 10:34

Oh God, this sounds bad-ass. Just need to think of two things:
1. An ability to disable this, of course.
2. Perhaps the ability to choose which style you want to use? One style is obviously not going to be to everyone's liking. Perhaps an option for the game to randomly choose the style with each map loaded will keep it from becoming repetitive too quickly.

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 =/)
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Re: SOUNDTRACK

Postby Goku » 07 Nov 2011, 20:02

one idea i was thinking is using the adaptive audio in times of intensity in the game. Like 3 songs for taking the flag/bomber in a random container. 3 levels of intensity 1. take flag (low intensity) 2. fighting enemy with flag (middle intensity) 3. close to death with flag (highest intensity).

other moments of intensity with different songs in a random container or map specific.
1. one minute remains (starts low intens) (fighting enemy middle) (close to death full)
2. kill streak started (levels of intensity for each kill streak level) this one should probably be less musical and more percussion based.

im sure there are other moments AA could add to excitement. post any ideas

only using adaptive music in specific situations will help keep the music from becoming repetitive and will keep the amount of songs needed lower. Normal play audio can be handled with a less musical implementation. perhaps the way it is now or luckys idea with a rhythm and timed game audio.

im interested to see how difficult this will be to implement into RE, im hoping its not a big undertaking. I believe we would need to use the fmod library system to start adding the audio into the engine. Their system is free license if the game intended for a non commercial release. there may even be a way to implement AA using Cube tools avoiding fmod completely.
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