Random music
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Random music
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
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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You should just contact the author and tell him he forgot to add music.
Hope springs eternal.
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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).
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).
Hi Scottscott wrote:You should just contact the author and tell him he forgot to add music.

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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You forgot the second half.
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.
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.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).
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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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.pacho wrote:I think that, if the campaign developer wants no music, he would put "none" as music in his scenario file.
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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.
DB
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.
DB
Just a short dude with a lot of time . . .
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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That's the current functionality. We could even make a game-wide macro {RANDOM_MUSIC} that makes it easy.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?
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This seems the best solution to me.scott wrote:That's the current functionality. We could even make a game-wide macro {RANDOM_MUSIC} that makes it easy.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?
"you can already do that with WML"
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http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
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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.scott wrote:That's the current functionality. We could even make a game-wide macro {RANDOM_MUSIC} that makes it easy.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?
If adding a "Nil Music" option in WML is hard, we could actually have a "Nil Music" track that people could use...
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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.irrevenant wrote: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.scott wrote: That's the current functionality. We could even make a game-wide macro {RANDOM_MUSIC} that makes it easy.
If adding a "Nil Music" option in WML is hard, we could actually have a "Nil Music" track that people could use...
Hope springs eternal.
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