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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Re: DoomDynMus - a dynamic music mod

Postby Ltmajordude » Fri Oct 01, 2021 10:18 pm

That's an interesting mod ya got there CyberCool.

It would be a shame though, if someone were to make a Hotline Miami music pack to go along with it...
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Re: DoomDynMus - a dynamic music mod

Postby ZikShadow » Tue Oct 12, 2021 8:50 am

Made a music pack based off of Richard Barrett's remaster of Dark Forces OST.


https://www.mediafire.com/file/a3g0caz5 ... d.zip/file
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Re: DoomDynMus - a dynamic music mod

Postby Ex Prometheus » Wed Oct 13, 2021 1:26 am

Tried to make my own for Andrew Hulshult music. Doesn't work for some reason, it just crashes. Can anyone check my file to see what's going on?

https://drive.google.com/file/d/1WIsuTc ... sp=sharing
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Re: DoomDynMus - a dynamic music mod

Postby TheNightATK300 » Wed Oct 13, 2021 9:26 am

A few questions:

does it have some kind of 'high' combat music (stuff like boss appearing and attacking), and can it be possible to use that?

can it be possibl eto add some kind of cooldown to transition between combat and ambient music? (like, you cannot play the next music until a couple of seconds after combat had passed)

And does it support midi files?
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Re: DoomDynMus - a dynamic music mod

Postby Karl515 » Thu Oct 14, 2021 3:46 am

A music pack that I've been using for some time now. https://drive.google.com/file/d/1hsAY0RzC9UjhNbYBf4ra5f_659ZdGs91/view?usp=sharing

Can we request a feature? Like disable the dynamic music or use a specific set for a level. Example Usecase: Using a specific music on Map30.
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