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Re: DoomDynMus - a dynamic music mod

PostPosted: Tue Jul 20, 2021 9:21 pm
by Death_Ripper666
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

Re: DoomDynMus - a dynamic music mod

PostPosted: Fri Aug 13, 2021 8:21 am
by sonoda
Music Pack with Persona 5 sound tracks, contains some Royal as well
https://drive.google.com/file/d/1aTGVdpUyfr-zFRZmAgKrVED45JsnQGsY/view?usp=sharing

Re: DoomDynMus - a dynamic music mod

PostPosted: Sun Aug 15, 2021 12:45 am
by cyber_cool
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.

Re: DoomDynMus - a dynamic music mod

PostPosted: Tue Aug 17, 2021 12:05 am
by cyber_cool
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: **

Re: DoomDynMus - a dynamic music mod

PostPosted: Wed Aug 18, 2021 1:17 am
by Noname_
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

Re: DoomDynMus - a dynamic music mod

PostPosted: Thu Aug 19, 2021 3:14 am
by Noname_
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

Re: DoomDynMus - a dynamic music mod

PostPosted: Thu Aug 26, 2021 2:34 am
by TheoDrHashiriya
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.

Re: DoomDynMus - a dynamic music mod

PostPosted: Sat Aug 28, 2021 12:56 am
by TheoDrHashiriya
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

Re: DoomDynMus - a dynamic music mod

PostPosted: Mon Sep 13, 2021 7:12 am
by TheoDrHashiriya
The VM execution errors still persist on death and cannot be dismissed other than starting a new game, making the game unfinishable/unplayable.

Re: DoomDynMus - a dynamic music mod

PostPosted: Tue Sep 14, 2021 11:02 am
by cyber_cool
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.

Re: DoomDynMus - a dynamic music mod

PostPosted: Fri Oct 01, 2021 10:18 pm
by Ltmajordude
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...

Re: DoomDynMus - a dynamic music mod

PostPosted: Tue Oct 12, 2021 8:50 am
by ZikShadow
Made a music pack based off of Richard Barrett's remaster of Dark Forces OST.


https://www.mediafire.com/file/a3g0caz5 ... d.zip/file

Re: DoomDynMus - a dynamic music mod

PostPosted: Wed Oct 13, 2021 1:26 am
by Ex Prometheus
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

Re: DoomDynMus - a dynamic music mod

PostPosted: Wed Oct 13, 2021 9:26 am
by TheNightATK300
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?

Re: DoomDynMus - a dynamic music mod

PostPosted: Thu Oct 14, 2021 3:46 am
by Karl515
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.