Dynamic Music

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Travis
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Dynamic Music

Post by Travis »

what's up ZDOOM FORUMS, it's been like 8 years or something.

anyways, here's a dynamic music engine i'm working on. more coming later...sometime. PEACE

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R4L
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Re: Dynamic Music

Post by R4L »

Pulllll meeeee from the void.

Sounds pretty cool so far.
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KarolineDianne
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Re: Dynamic Music

Post by KarolineDianne »

This is probably just about the coolest thing I've seen in a while. I've been hoping for a dynamic music setup like this for ages, a way to do the Doom2016 thing of 'subtle atmospheric tunes' vs 'amped up metal' between exploration and combat.
Gez
 
 
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Re: Dynamic Music

Post by Gez »

iMUSE for Doom would be cool.
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StroggVorbis
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Re: Dynamic Music

Post by StroggVorbis »

Reminds me of Marshmallow Doom's Doom DJ.
kars
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Re: Dynamic Music

Post by kars »

Add a transition accents to mark the transitions to the different environments / moments. For instance the invulnerability could start with a cool sucking in sound effect, and sucking out when it stops. Other powerups such as megasphere could also use an special audio accent. Killing a boss or entering a level section could also have the music change, maybe ramp up to a faster rhythm?
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FFFFRRRR
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Re: Dynamic Music

Post by FFFFRRRR »

Could be used for a Banjo-Kazooie-like project. Smooth transition between water-themes or caves. I always wondered whether something like this was possible or not.
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armymen12002003
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Re: Dynamic Music

Post by armymen12002003 »

This is looking nice i'll be keeping an eye on this
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elCreyo
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Re: Dynamic Music

Post by elCreyo »

I usually play without music but this is definitely worth trying.
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PRIMEVAL
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Re: Dynamic Music

Post by PRIMEVAL »

This is really frggin' cool, would love to work with something like this as a musician.
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MetroidJunkie
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Re: Dynamic Music

Post by MetroidJunkie »

If I'm not mistaken, Doom 2016 uses that kind of system as well. When you're actively killing enemies, it shifts into a higher octane version of the song.
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BROS_ETT_311
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Re: Dynamic Music

Post by BROS_ETT_311 »

MetroidJunkie wrote:If I'm not mistaken, Doom 2016 uses that kind of system as well. When you're actively killing enemies, it shifts into a higher octane version of the song.
Something tells me that was the main inspiration behind this, but I could be wrong. On that note, however, can this script use the music files from Doom2k16? I'm pretty sure the files are already separated into different parts, so theoretically this script would be able to play them back in similar fashion by swapping out the current music...dear lord I hope that's true!

P.S. Hoping for compatibility with viewtopic.php?f=43&t=62335 , please :).
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