DoomDynMus - a dynamic music mod

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
cyber_cool
Posts: 115
Joined: Tue Aug 13, 2019 8:40 pm
Graphics Processor: nVidia with Vulkan support

Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

combolynch wrote: Sat Mar 18, 2023 1:24 am Assassin's Creed Series Dynamic Music would be also epic to play with mods like GMOTA, Walpurgis, Bitter Heretic/Medieval Doom or Doom Shinobi <3 I would like make it myself but I need to learn how to do it first. :/ Just wanted to give an idea to someone more experienced :) Good day.
You can probably look into legacy format - it's supported without issues, it's just not updated anymore (and it's simpler).
User avatar
Death_Ripper666
Posts: 42
Joined: Tue Jul 13, 2021 9:08 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: DoomDynMus - a dynamic music mod

Post by Death_Ripper666 »

I got more music I made from different series:

Syphon Filter The Omega Strain: https://www.mediafire.com/file/r16zhxqu ... n.zip/file

Dino Crisis: https://www.mediafire.com/file/si24j8cy ... s.zip/file (this is actually good for horror gameplay/theme mod)

Resident Evil 2 Remake: https://www.mediafire.com/file/xtmhv5zt ... e.zip/file

Manhunt: https://www.mediafire.com/file/cxfa92b8 ... t.zip/file (Very good with Hell From Earth monsters mod)
User avatar
cyber_cool
Posts: 115
Joined: Tue Aug 13, 2019 8:40 pm
Graphics Processor: nVidia with Vulkan support

Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

Death_Ripper666 wrote: Sat Apr 08, 2023 3:11 pm I got more music I made from different series:

...
Checked and uploaded the music.
Interesting trick you got there with silent death tracks. I might want to implement this as a feature, if I don't forget about it when I'll get the time.
User avatar
Death_Ripper666
Posts: 42
Joined: Tue Jul 13, 2021 9:08 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: DoomDynMus - a dynamic music mod

Post by Death_Ripper666 »

cyber_cool wrote: Tue Apr 11, 2023 2:19 am
Death_Ripper666 wrote: Sat Apr 08, 2023 3:11 pm I got more music I made from different series:

...
Checked and uploaded the music.
Interesting trick you got there with silent death tracks. I might want to implement this as a feature, if I don't forget about it when I'll get the time.
Thanks dude! Well when played those games (the same music packs i made), i noticed that some of them don't have any death track for me to add, so i came up with the whole "silent death" track kind of stuff to where like Dino Crisis for example, when you died, no death track ever plays and it just goes silent. So I emulated that.

I would love if you implement that "silent death tracks" feature. Maybe make it optional when some of the pack don't contain a death track.
User avatar
cyber_cool
Posts: 115
Joined: Tue Aug 13, 2019 8:40 pm
Graphics Processor: nVidia with Vulkan support

Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

Death_Ripper666 wrote: Tue Apr 11, 2023 3:59 pm I would love if you implement that "silent death tracks" feature. Maybe make it optional when some of the pack don't contain a death track.
I implemented that feature. You just have to specify "silent" as a filename for a track group (without extension). You can use it for any track group type, and even in arrays.
Silence doesn't get announced being played, so I believe it works as expected.
User avatar
Death_Ripper666
Posts: 42
Joined: Tue Jul 13, 2021 9:08 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: DoomDynMus - a dynamic music mod

Post by Death_Ripper666 »

I've made Dino Crisis 2 music pack with the new silent track feature implemented on there. It's actually good for like a survival horror-type of gameplay mod. But this one is more like action/horror.

Dino Crisis 2: https://www.mediafire.com/file/49ddzd24 ... 2.zip/file

i'll be updating the rest of the music pack with silent track later.
User avatar
Death_Ripper666
Posts: 42
Joined: Tue Jul 13, 2021 9:08 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: DoomDynMus - a dynamic music mod

Post by Death_Ripper666 »

Working on a new music pack! And guess what? It's from another favorite franchise of mine, Mortal Kombat! Doing a Mortal Kombat Shaolin Monk music pack, but it's still in WIP but its about 75% done. It strangely fit fine with Doom.
The interesting thing about what i am doing is combining the end of the intense moment music and put it in the beginning of the medium music (meaning its calm but it build up the action at the same time) to emulate what MKSM did in the game, but instead in Doom. 8-)

User avatar
Dr_Cosmobyte
Posts: 2640
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: DoomDynMus - a dynamic music mod

Post by Dr_Cosmobyte »

Oh, so THAT'S what you meant with MKSM in the comment section. That's amazingly fit. I'll definitely be playing this when you release it.

In the meantime i might have some fun with the Dino Crisis 2 pack.
Muppi
Posts: 42
Joined: Sun Nov 20, 2022 8:02 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro 5.15
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: DoomDynMus - a dynamic music mod

Post by Muppi »

Is there anyway for it to always play music ? I am playing with the Darkforces remastered music pack and until I see a monster no music plays.
User avatar
Death_Ripper666
Posts: 42
Joined: Tue Jul 13, 2021 9:08 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: DoomDynMus - a dynamic music mod

Post by Death_Ripper666 »

Muppi wrote: Fri Apr 28, 2023 11:07 pm Is there anyway for it to always play music ? I am playing with the Darkforces remastered music pack and until I see a monster no music plays.
Did you go to the option menu via DoomDynMus option and see if the setting is on by "music shuffle behavior" and the setting is on "At start of each level" and not "never"?

If it isn't, make sure your loading order on ZDL or whatever launcher you're using is DoomDynMus-master first then *insert any music packs provided on this thread*. I tested it out myself and it works fine and i am on GZDoom 4.10.0.

I made a new music pack from outside of FPS game which is Mortal Kombat Shaolin Monks! There's ton of things I've did with this pack compare to my previous pack:

- I arranged the stringers in the ambient tracks to where when the combat music ends, it plays the in the beginning and then the ambient track kicks in. Just like in the original game.
- Death tracks are played with three different fatality music.
- high_action music are play in all groups.
- main menu music has changed into the intro music that we all know from MKSM. From that god-like tier intro cutscene.
- Inter and read music has changed into the MKSM main menu music.

Mortal Kombat Shaolin Monks: https://www.mediafire.com/file/x3ord25d ... M.zip/file
Muppi
Posts: 42
Joined: Sun Nov 20, 2022 8:02 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro 5.15
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: DoomDynMus - a dynamic music mod

Post by Muppi »

Did you go to the option menu via DoomDynMus option and see if the setting is on by "music shuffle behavior" and the setting is on "At start of each level" and not "never"?
Yes, it is not "never".

My load order is correct but I still have the issue. Also I am using d2rebuildt viewtopic.php?t=67485.
Muppi
Posts: 42
Joined: Sun Nov 20, 2022 8:02 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro 5.15
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: DoomDynMus - a dynamic music mod

Post by Muppi »

Just tested with the Serious Sam pack and it works, though not with the doom 2016 and DeusEx packs.
User avatar
cyber_cool
Posts: 115
Joined: Tue Aug 13, 2019 8:40 pm
Graphics Processor: nVidia with Vulkan support

Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

Muppi wrote: Sat Apr 29, 2023 5:02 am Just tested with the Serious Sam pack and it works, though not with the doom 2016 and DeusEx packs.
Remember that some custom maps will change the music tracks in the same way my mod does, so they conflict.
Easiest solution is to just bind "Random track group button" and press it when music doesn't play (or type "dmus_random" into console).
Muppi
Posts: 42
Joined: Sun Nov 20, 2022 8:02 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro 5.15
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: DoomDynMus - a dynamic music mod

Post by Muppi »

Remember that some custom maps will change the music tracks in the same way my mod does, so they conflict.
The map I am playing does not have music.
Easiest solution is to just bind "Random track group button" and press it when music doesn't play (or type "dmus_random" into console).
Thanks, it works but would be nice for it to play automatically.
User avatar
cyber_cool
Posts: 115
Joined: Tue Aug 13, 2019 8:40 pm
Graphics Processor: nVidia with Vulkan support

Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

Made a music pack for Red Alert 2 and Yuri's Revenge. Link pinned in the thread.
Muppi wrote: Sat Apr 29, 2023 11:24 am
Remember that some custom maps will change the music tracks in the same way my mod does, so they conflict.
The map I am playing does not have music.
Easiest solution is to just bind "Random track group button" and press it when music doesn't play (or type "dmus_random" into console).
Thanks, it works but would be nice for it to play automatically.
Can't quite tell what causes this, unfortunately.

Return to “Gameplay Mods”