A musical idea
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A musical idea
How about adding a special that can speed up/slow down the music? (midi and other) It would be quite amusing, but useful in some cases, too.
If it's do-able of course...
If it's do-able of course...
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Re: A musical idea
It is doable in some kind of way. Afaik, one can jump to a specific order/pattern in a Tracker file (with ACS). Just put a Speed command at that pattern and let the Tracker File jump to the normal music.The Ultimate DooMer wrote:How about adding a special that can speed up/slow down the music? (midi and other) It would be quite amusing, but useful in some cases, too.
If it's do-able of course...
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Ouch.Ultraviolet wrote:You'd need to set up some synchronization script to make it seamless, though. You'd need to figure the tempo, keep track of how long the music plays, and make the music change command delay until a time where it would sound good.
With me being a tracker and all, that sounds kind of complex. I am currently working on a WAD that includes music by myself in s3m format, and i'm gonna make it so that on map06, when you encounter the boss, it will jump to a different pattern in the song that has boss music. I sure hope I don't have to do too much to get it to work, though. (I'm new to ACS, BTW.)
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Nah, if you want to change music "completely" like Nintendo games,
use the setmusic (dunno the ACS command) command with another track, i.e.
setmusic("BOSS");.
Concerning the speed change:
One lump, "MUSIC" for example:
Order 0..x: notes..., jump 0
Order x+1: speedchange x2, jump 0
Order x+2: speedchange x0.5, jump 0
setmusic("MUSIC", x+1);
...
setmusic("MUSIC", x+2);
use the setmusic (dunno the ACS command) command with another track, i.e.
setmusic("BOSS");.
Concerning the speed change:
One lump, "MUSIC" for example:
Order 0..x: notes..., jump 0
Order x+1: speedchange x2, jump 0
Order x+2: speedchange x0.5, jump 0
setmusic("MUSIC", x+1);
...
setmusic("MUSIC", x+2);
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The ACS Command for changing music is
where str song is the name of the song in the wadfile (eg. D_RUNNIN, MOD04, or anything you want for that matter) and the opt int pattern is the pattern to start at if you're using MOD format.
The level 6 music is defined as MOD06 in the WAD. The Boss Music is actually in the same song. Orders 0-5 are the music before you meet the boss. Order 5 loops back to order 2, so that part of the song loops. Orders 6-24 are the boss music and 24 loops back to 15 and so on. So i believe that the correct command should be
to activate the boss music. As for the changing speed thing, just make a mod file, and include certain patterns that change the speed of the song.
Code: Select all
setmusic (str song, opt int pattern);
The level 6 music is defined as MOD06 in the WAD. The Boss Music is actually in the same song. Orders 0-5 are the music before you meet the boss. Order 5 loops back to order 2, so that part of the song loops. Orders 6-24 are the boss music and 24 loops back to 15 and so on. So i believe that the correct command should be
Code: Select all
setmusic (MAP06, 6);
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It would be neat, but Ogg Vorbis is a better format than MP3. Vorbis sounds better and is open-source, so Vorbis doesn't have intellectual property restrictions to get in the way. And Vorbis doesn't just try to sound better, it tries to do things fundamentally better in all the ways that it can. In fact, I have very few MP3s on my computer because of Ogg Vorbis.Lexus Alyus wrote:...and of course... don't forget fades between ogg and mp3 music... it would sound so much more seemless if we could fade between two tracks... at least for me it would :-D.
On topic however, the MP3s or Vorbis files would be too big to use in a wad file, and Ultimate Doomer would want to make sure he keeps Super Sonic Doom a very reasonable size.
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Even if the oggencoder (for linux) is somehow limitied to 48kbps (you can't go down more), files are small enough, like ~700KB for 2 minutes.Mighty Duck X-treme wrote:On topic however, the MP3s or Vorbis files would be too big to use in a wad file, and Ultimate Doomer would want to make sure he keeps Super Sonic Doom a very reasonable size.
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