DoomDynMus - a dynamic music mod

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Re: DoomDynMus - a dynamic music mod

Postby TheoDrHashiriya » Sat Oct 16, 2021 12:42 am

Ex Prometheus wrote: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

It won't work simply because the .zip has a subfolder. Reported this way back in June.
https://github.com/cyberc001/DoomDynMus/issues/2
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Re: DoomDynMus - a dynamic music mod

Postby TheoDrHashiriya » Sat Oct 16, 2021 12:46 am

TheNightATK300 wrote: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?

1. It only has one combat music mode which is triggered when an enemy spots you. (Or multiple, depending on the minimum monsters detection in the settings)
2. You sure can in the settings.
3. Probably.
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Re: DoomDynMus - a dynamic music mod

Postby Karl515 » Sat Oct 16, 2021 2:07 am

Is it possible to add a feature that detects the enemy (actor) that spots you and use a specific set of music? Like when the mod detects that a Cyberdemon spots you, the mod plays a different set rather than the default one.
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Re: DoomDynMus - a dynamic music mod

Postby TheoDrHashiriya » Sat Oct 16, 2021 4:24 am

Karl515 wrote:Is it possible to add a feature that detects the enemy (actor) that spots you and use a specific set of music? Like when the mod detects that a Cyberdemon spots you, the mod plays a different set rather than the default one.

That would be dope, but no. Hope it gets implemented.
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Re: DoomDynMus - a dynamic music mod

Postby arcanejames » Thu Dec 30, 2021 7:52 am

Is there a way to make the music play in a specific order?

I want to make a specific music play in MAP 1, MAP 2, MAP 3... but it's random start for the first map even if I turn off shuffle option.
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Re: DoomDynMus - a dynamic music mod

Postby Gorec » Tue Jan 11, 2022 11:01 am

can somebody reupload Death_Ripper666's music packs?the links are broken
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Re: DoomDynMus - a dynamic music mod

Postby ThewalkingCat » Fri Jan 14, 2022 7:44 am

I keep getting "Music not found" error what did i do wrong?
i did put the music pack first then the mod second.
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Re: DoomDynMus - a dynamic music mod

Postby Kazudra » Mon Jan 17, 2022 12:59 am

Can this be used on a per-map basis?
Does this fade in and out tacks as if they were simultaneously played?
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Re: DoomDynMus - a dynamic music mod

Postby ParadoX6891 » Tue Jan 18, 2022 2:31 pm

TheoDrHashiriya wrote:
Karl515 wrote:Is it possible to add a feature that detects the enemy (actor) that spots you and use a specific set of music? Like when the mod detects that a Cyberdemon spots you, the mod plays a different set rather than the default one.

That would be dope, but no. Hope it gets implemented.


Actually this feature already present in another mod - "Universal Dynamic Music Mod" by ZikShadow. So it defenetly can be codded.
Regarding cyber_cool's mod - there are lacks continuation of ambient music playing after end of battle (i mean starting it from moment, where it was interrupted before battle). Doesn't sure if this can be codded, but if it real, this feature will be usefull with long ambient packs (with tracks more then 4 min).
Also will be nice to add option with playing death music only one time, and then transmit it to silence (for tracks under 30 sec). Otherwise these tracks must be manualy redacted to contain silense for one min in the end, at least.
This mod have potential. Hope it will have some named features.
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Re: DoomDynMus - a dynamic music mod

Postby BROS_ETT_311 » Tue Jan 18, 2022 5:45 pm

ParadoX6891 wrote:Actually this feature already present in another mod - "Universal Dynamic Music Mod" by ZikShadow. So it defenetly can be codded.

I think you mean "Universal Dynamic Music Mod" by snackerfork.
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Re: DoomDynMus - a dynamic music mod

Postby ParadoX6891 » Wed Jan 19, 2022 9:24 am

BROS_ETT_311 wrote:
ParadoX6891 wrote:Actually this feature already present in another mod - "Universal Dynamic Music Mod" by ZikShadow. So it defenetly can be codded.

I think you mean "Universal Dynamic Music Mod" by snackerfork.

Oops, my bad. Yeah, of course i mean snackerfork's mod. Just misclicked and copy-pasted another's nickname. :?
Also want to say, that making music packs is very convenient.
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