Random music

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Do you want random music to be added to scenarios without default music?

Yes
7
54%
No
4
31%
I don't know :(
2
15%
 
Total votes: 13

pacho
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Random music

Post by pacho »

Hi!

There are many scenarios (in unofficial campaigns) that doesn't have music (only the start music).

In my opinion, I think that these scenarios should be able to load a random music from wesnoth (wesnoth1.ogg, wesnoth2.ogg, underground.ogg...)

What do you think about this idea?

Thanks a lot :-)
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scott
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Post by scott »

You should just contact the author and tell him he forgot to add music.
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irrevenant
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Post by irrevenant »

Actually, this isn't a bad idea. If a scenario designer has no particular musical preference, I see no reason a random track shouldn't be selected.

The only exception I can think of is if he wanted it to be silent for dramatic effect. (I'm not sure if you can change music mid-scenario but if so, this is especially true).
pacho
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Post by pacho »

scott wrote:You should just contact the author and tell him he forgot to add music.
Hi Scott :-)

I think that is a good idea for reasons explained by irrevenant: If a scenario designer has no particular musical preference, I see no reason a random track shouldn't be selected.

Thanks a lot :)
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scott
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Post by scott »

You forgot the second half.
irrevenant wrote: The only exception I can think of is if he wanted it to be silent for dramatic effect. (I'm not sure if you can change music mid-scenario but if so, this is especially true).
You have no way of knowing if the lack of music is intentional or accidental. Yes, it's probably accidental, but random music isn't fixing the oversight.


Edit: and if the scenario designer has no preference, he has the capability right now of using random music. But, he has to add the code for it. However, as a scenario designer, I don't/wouldn't like having something like that forced on me.
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pacho
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Post by pacho »

I think that, if the campaign developer wants no music, he would put "none" as music in his scenario file.

Sorry but my english is too poor for being able to speak with enough fluency :cry:

Thanks
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scott
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Post by scott »

pacho wrote:I think that, if the campaign developer wants no music, he would put "none" as music in his scenario file.
That's what I'm saying. Failure to specify a track, silence, or random music should be considered a bug, and like any other bug you should report it.
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Deathblower
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Post by Deathblower »

I think Pacho means that if his idea is implemented and the composer wants no music he/she can specify 'none'.

Btw, I don't think it's a great idea to be honest. But I'm just one person. I wouldn't like the idea of a scenario having a random music that didn't quite suit it.

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drachefly
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Post by drachefly »

Maybe it would be allowed to specify multiple tracks of music, and if this is done then a random one of those is selected?
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scott
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Post by scott »

drachefly wrote:Maybe it would be allowed to specify multiple tracks of music, and if this is done then a random one of those is selected?
That's the current functionality. We could even make a game-wide macro {RANDOM_MUSIC} that makes it easy.
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Darth Fool
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Post by Darth Fool »

scott wrote:
drachefly wrote:Maybe it would be allowed to specify multiple tracks of music, and if this is done then a random one of those is selected?
That's the current functionality. We could even make a game-wide macro {RANDOM_MUSIC} that makes it easy.
This seems the best solution to me.
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irrevenant
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Post by irrevenant »

scott wrote:
drachefly wrote:Maybe it would be allowed to specify multiple tracks of music, and if this is done then a random one of those is selected?
That's the current functionality. We could even make a game-wide macro {RANDOM_MUSIC} that makes it easy.
That would probably be preferable to my suggestion. The scenario designer should always be able to specify what he wants; that means either being able to specify random music or (if random music is the default when there's none specified) being able to specify nil music. I actually kind of prefer the second approach though 'cos I think generally scenario designers are more likely to want random music than nil music if they haven't specified.

If adding a "Nil Music" option in WML is hard, we could actually have a "Nil Music" track that people could use...
scott
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Post by scott »

irrevenant wrote:
scott wrote: That's the current functionality. We could even make a game-wide macro {RANDOM_MUSIC} that makes it easy.
That would probably be preferable to my suggestion. The scenario designer should always be able to specify what he wants; that means either being able to specify random music or (if random music is the default when there's none specified) being able to specify nil music. I actually kind of prefer the second approach though 'cos I think generally scenario designers are more likely to want random music than nil music if they haven't specified.

If adding a "Nil Music" option in WML is hard, we could actually have a "Nil Music" track that people could use...
This would have been easy with the old music. It might be prudent to wait until the new slate of music tracks is in. We're sort of caught in the middle in that they're going to gut the music list and replace a huge chunk with fewer but much longer pieces.
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