DoomDynMus - a dynamic music mod

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Re: DoomDynMus - a dynamic music mod

Postby Death_Ripper666 » Tue Jul 20, 2021 9:21 pm

Made some more music packs from Doom 2016 & Disruptor!

Doom 2016: https://www.mediafire.com/file/itcq93xs ... 6.zip/file
Disruptor: https://www.mediafire.com/file/8tgu9o8s ... .zip/file6
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Re: DoomDynMus - a dynamic music mod

Postby sonoda » Fri Aug 13, 2021 8:21 am

Music Pack with Persona 5 sound tracks, contains some Royal as well
https://drive.google.com/file/d/1aTGVdpUyfr-zFRZmAgKrVED45JsnQGsY/view?usp=sharing
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Re: DoomDynMus - a dynamic music mod

Postby cyber_cool » Sun Aug 15, 2021 12:45 am

Got around to pin every posted music pack. Did not bother to check all of them, so report non-working links if you find them, please.
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Re: DoomDynMus - a dynamic music mod

Postby cyber_cool » Tue Aug 17, 2021 12:05 am

Made a small update:
- Added STRIFE neutral/friendly NPC support (action music is not longer triggered by peasants, beggars, etc.)
- Added keyword to keep the level music: **
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Re: DoomDynMus - a dynamic music mod

Postby Noname_ » Wed Aug 18, 2021 1:17 am

Howdy,
wanted to ask if there was a way to make all combat tracks shuffle randomly, or to set multiple combat tracks per level? ;0
Saw it in another type of combat music wad (viewtopic.php?f=122&t=72530&hilit=random+music) and figured I'd ask if it's possible

if not it's fine too, but wanted to get this out of the way before trying to make a music pack
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Re: DoomDynMus - a dynamic music mod

Postby Noname_ » Thu Aug 19, 2021 3:14 am

Also, I'm having some problems whenever I die
There's times when you can hear the next group's death track in the current one as the game loads back
and the last time I played I kept getting these (pic attached)
Am I doing something wrong when making the music pack? ;<

Additional info: got both main fadeouts at 41, track change cooldown at 168, and proximity at 1024
You do not have the required permissions to view the files attached to this post.
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Re: DoomDynMus - a dynamic music mod

Postby TheoDrHashiriya » Thu Aug 26, 2021 2:34 am

Noname_ wrote:Also, I'm having some problems whenever I die
There's times when you can hear the next group's death track in the current one as the game loads back
and the last time I played I kept getting these (pic attached)
Am I doing something wrong when making the music pack? ;<

Additional info: got both main fadeouts at 41, track change cooldown at 168, and proximity at 1024

The console error is known (https://github.com/cyberc001/DoomDynMus/issues/1#issuecomment-868956664), but has not been fixed yet. cybercoo1 says he's unsure whether it is fixable or not.
As for the track group issue, it has never happened to me.
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Re: DoomDynMus - a dynamic music mod

Postby TheoDrHashiriya » Sat Aug 28, 2021 12:56 am

For music pack makers:

The original music will still play during the loading of a level. To prevent this, add blank music files to your music pack.

Here are the blank music files:
https://github.com/TheoDrHashiriya/DMus_Payday/releases/tag/v.1.0-musfiles

Here is an example of how they are implemented:
https://github.com/TheoDrHashiriya/DMus_Payday/tree/main/music
https://github.com/TheoDrHashiriya/DMus_Payday/blob/main/SNDINFO.txt
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Re: DoomDynMus - a dynamic music mod

Postby TheoDrHashiriya » Mon Sep 13, 2021 7:12 am

The VM execution errors still persist on death and cannot be dismissed other than starting a new game, making the game unfinishable/unplayable.
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Re: DoomDynMus - a dynamic music mod

Postby cyber_cool » Tue Sep 14, 2021 11:02 am

TheoDrHashiriya wrote:The VM execution errors still persist on death and cannot be dismissed other than starting a new game, making the game unfinishable/unplayable.


You can resume playing the game by typing
Code: Select allExpand view
event dmus_random


in the console.

Idk about the error though, I gonna keep looking for the cause of it.
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