A slightly updated version of the original viewtopic.php?t=72207
I wanted to add this comment to the original topic, but it was closed.
https://github.com/MadKoalaHome/DoomDynamicMusic
I really liked the original mod, i think that cyber_cool did an incredible and tremendous job, so i was quite disappointed, when he was banned and so mod support was abondened.
I was looking for something like his mod for a very long time to play megawads with atmosperic ambient on calm monents and high pased action tracks during shootouts.
The only thing that was lacking for me is a a feature to bind dynamic track groups to specific levels.
That's why it was the first thing i added, so other modders could use this mod in their megawads
Download the mod:
The latest version: https://github.com/MadKoalaHome/DoomDyn ... cMusic.pk3
All published music packs that worked with the original shall work with this one too.
Dynamic music mod - (DoomDynMus enchanced fork)
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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.
Re: Dynamic music mod - (DoomDynMus enchanced fork)
Really glad you brought this back i certainly hope you can keep this thread open and hope that ppl will come back to make music packs again. I wish I could learn how to use this mod with my own music. IF I Knew how
- mad_koala
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Re: Dynamic music mod - (DoomDynMus enchanced fork)
antpostal wrote:
> Really glad you brought this back i certainly hope you can keep this thread
> open and hope that ppl will come back to make music packs again. I wish I
> could learn how to use this mod with my own music. IF I Knew how
Thx.
Man, use your own music is really as easy as it gets. Put all music in folder, create config file with music file names by instruction in the original mod post or instruction on my github - and just zip it )
When put archive and this mod together to gzdoom.
> Really glad you brought this back i certainly hope you can keep this thread
> open and hope that ppl will come back to make music packs again. I wish I
> could learn how to use this mod with my own music. IF I Knew how
Thx.
Man, use your own music is really as easy as it gets. Put all music in folder, create config file with music file names by instruction in the original mod post or instruction on my github - and just zip it )
When put archive and this mod together to gzdoom.
- Death_Ripper666
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Re: Dynamic music mod - (DoomDynMus enchanced fork)
You've done the world a favor to upgrade this great mod, This motivated me to make more music pack that i have in mind. I already did some of it and originally gonna upload here, but the original thread for DoomDynMus was closed. One of them is Dead To Rights and Manhunt 1 & 2.
- YukesVonFaust
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Re: Dynamic music mod - (DoomDynMus enchanced fork)
Thanks for bringing this back.
in the next update, will there be segmented music support?
in the next update, will there be segmented music support?
- mad_koala
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Re: Dynamic music mod - (DoomDynMus enchanced fork)
YukesVonFaust wrote:
> Thanks for bringing this back.
>
> in the next update, will there be segmented music support?
It's on my roadmap. But i'm not sure, how soon, maybe in a month or two, cause there are several ways to do so.
I think, i'll add to a chunk format tag with tension priority, so you could chop one track to several and list several tracks for different count of monsters in fight.
First priority for me - is adding a flag to resume playing ambient track from a moment when it was stopped for an action track.
If done right, it can help me make a segmented music support in the future
> Thanks for bringing this back.
>
> in the next update, will there be segmented music support?
It's on my roadmap. But i'm not sure, how soon, maybe in a month or two, cause there are several ways to do so.
I think, i'll add to a chunk format tag with tension priority, so you could chop one track to several and list several tracks for different count of monsters in fight.
First priority for me - is adding a flag to resume playing ambient track from a moment when it was stopped for an action track.
If done right, it can help me make a segmented music support in the future
- Death_Ripper666
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Re: Dynamic music mod - (DoomDynMus enchanced fork)
Here's the last update that Cyber_Cool did with the silent track added. So the OP can add the feature to it: https://www.mediafire.com/file/147thydy ... r.zip/file
- Vannan195
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Re: Dynamic music mod - (DoomDynMus enchanced fork)
I'm getting an "Array Out of Bounds" error when I tried loading into an episode. Anybody know to fix it?