DoomDynMus - a dynamic music mod

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TheoDrHashiriya
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Re: DoomDynMus - a dynamic music mod

Post by TheoDrHashiriya »

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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TheoDrHashiriya
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Re: DoomDynMus - a dynamic music mod

Post by TheoDrHashiriya »

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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Karl515
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Re: DoomDynMus - a dynamic music mod

Post by Karl515 »

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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TheoDrHashiriya
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Re: DoomDynMus - a dynamic music mod

Post by TheoDrHashiriya »

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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arcanejames
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Re: DoomDynMus - a dynamic music mod

Post by arcanejames »

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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Gorec
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Re: DoomDynMus - a dynamic music mod

Post by Gorec »

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

Post by ThewalkingCat »

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

Post by Kazudra »

Can this be used on a per-map basis?
Does this fade in and out tacks as if they were simultaneously played?
ParadoX6891
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Re: DoomDynMus - a dynamic music mod

Post by ParadoX6891 »

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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BROS_ETT_311
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Re: DoomDynMus - a dynamic music mod

Post by BROS_ETT_311 »

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.
ParadoX6891
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Re: DoomDynMus - a dynamic music mod

Post by ParadoX6891 »

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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TheoDrHashiriya
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Re: DoomDynMus - a dynamic music mod

Post by TheoDrHashiriya »

ThewalkingCat wrote:I keep getting "Music not found" error what did i do wrong?
i did put the music pack first then the mod second.
Can you send me a link to the music pack?
ThewalkingCat
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Re: DoomDynMus - a dynamic music mod

Post by ThewalkingCat »

TheoDrHashiriya wrote:
ThewalkingCat wrote:I keep getting "Music not found" error what did i do wrong?
i did put the music pack first then the mod second.
Can you send me a link to the music pack?
Any music pack gives the same error, i guess it's just Lzdoom's problem. better wait for my new laptop. :|
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cyber_cool
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Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

does it have some kind of 'high' combat music (stuff like boss appearing and attacking), and can it be possible to use that?
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.
Unfortunately, due to how I coded in the format of music packs, adding new features to the music description lump is a great challenge. Not to mention, I am unsure how ultimately compatible it would be to just specify actor names.
For "high" combat music, though, I can try to make an additional type of lamp that is parsed in a different way - not breaking any existing music packs.
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.
Sorry, but I fail to see how this would be better than just making a WAD that replaces music. If you feel that the current music doesn't fit the map, you can always change it via keybinds.
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).
I can try to look into it, but I am pretty sure gzdoom does not support any kind of seeking for music.
Any music pack gives the same error, i guess it's just Lzdoom's problem. better wait for my new laptop. :|
Well, it is really strange how lzdoom processes file paths differently, but nothing I can do about it.
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cyber_cool
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Re: DoomDynMus - a dynamic music mod

Post by cyber_cool »

does it have some kind of 'high' combat music (stuff like boss appearing and attacking), and can it be possible to use that?
Added. Currently tied to either one or more boss being in fight with the player, or a high amount of monsters being in fight with the player (configurable via a CVAR).
High-action combat music hash it's own fade cooldown; it is also not tied to any track group and chosen randomly each fight.
Details on how to add such music is in the original post.

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