Merry Christmas - new music for Wesnoth!

Create music and sound effects for mainline or user-made content.

Moderator: Forum Moderators

TimothyP
Music Contributor
Posts: 244
Joined: July 18th, 2005, 4:34 pm
Location: Southern California
Contact:

Merry Christmas - new music for Wesnoth!

Post by TimothyP »

Greetings, Wesnoth team!

After another many weeks, I have the next piece of Wesnoth gameplay music ready for you. I have updated my Wesnoth page for all of you. The following changes have been made:

- Each piece has been re-recorded in an attempt to improve sound quality
- I have changed the name of CampaignMusic01 to Gameplay 01
- I have added the new piece Gameplay 02

I know that Gameplay 02 might not meet everyone's hopes for battle music. This piece is just one more picture of Wesnoth as I see it. But, the next gameplay music will be more battle-sounding, so please wait patiently. Hopefully everyone will eventually get what they want from Aleksi and me. I will continue to look for ways to improve the sound on these files with my limited studio setup at home. If anyone has good ways to edit audio files, let me know and I'll gladly let you master my tracks.

Here is the link to my Wesnoth music: http://www.timothypinkham.com/wesnoth/

So, I might not be on here much during Christmas break. I'll get going on more music though. Until next time, Merry Christmas to all, and let's not forget that Christmas exists because of Christ. He was born, lived perfectly, and died willingly so that mankind could be saved from sin by the grace of God.

Peace to all of you.

--Timothy
User avatar
Aleksi
Music Contributor
Posts: 534
Joined: November 12th, 2003, 9:00 am
Location: France
Contact:

Post by Aleksi »

Works fine, very good job on this one!

Merry Christmas to you! And to all Wesnoth players!

Aleksi.
User avatar
ivanovic
Lord of Translations
Posts: 1149
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Post by ivanovic »

I just wanted to upload the music files. But there is a little problem with them:
You did not put in artist-informations and things like these. It would be nice to have them in. Just have a look at some of the pieces Aleksi already did commit. I really would like to have these in the next release that is planned very very soon. (I can't judge about them yet, still listening to the music pieces.)
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

I like it a lot. You are right, it isn't particularly dramatic, but that doesn't mean it is bad. It just means it fits with different scenarios than a piece like, say, Aleksi's new orc theme.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
TimothyP
Music Contributor
Posts: 244
Joined: July 18th, 2005, 4:34 pm
Location: Southern California
Contact:

Post by TimothyP »

Yeah. I do most of my work on a Mac, and I don't have any program to modify the ogg tags. If you know of one, hook me up. I do have access to multiple Windows boxes. I'm just avoiding the hassle of moving files back and forth between my machines.

turin, please remind the developers that we do not want to use the current music system. If I haven't stated it clearly before, I will attempt to do so now.

The current system: one piece of music plays over and over during a level.

The desired system: all of the gameplay music is played in a random sequence during every level. No matter what level you are on, you always hear the same pieces of music played at random. There should be about 10-15 seconds of pause in between each piece of music. We hope to put enough pieces in the music library to keep the game interesting.

Please tell whoever needs to know that this should be how the music works. No piece should have to be listened to repeatedly! If you need more details or input, just ask.

Thanks for your comments everyone!

--Timothy
User avatar
ivanovic
Lord of Translations
Posts: 1149
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Post by ivanovic »

I did just commit a feature request for this. Before noone did ask how it definatly should work. At least it was not written clearly in a feature request. If you got more about this, please add a commten to this feature request:
https://gna.org/bugs/index.php?func=det ... em_id=4938
Boucman
Inactive Developer
Posts: 2119
Joined: March 31st, 2004, 1:04 pm

Post by Boucman »

my guess is that it's doable....

but not until after 1.1.0.... most coders (me included) are on vacation next week
Fight key loggers: write some perl using vim
User avatar
Aleksi
Music Contributor
Posts: 534
Joined: November 12th, 2003, 9:00 am
Location: France
Contact:

Post by Aleksi »

TimothyP wrote:Yeah. I do most of my work on a Mac, and I don't have any program to modify the ogg tags.
I'll do it for you when i get back from vacation. Cubase can do it! ;)

Aleksi.
User avatar
ivanovic
Lord of Translations
Posts: 1149
Joined: September 28th, 2004, 10:10 pm
Location: Germany

Post by ivanovic »

If you tell me what the infos should be, I can add them, too. I only want to have this stuff in before commiting. There even is already a patch to play victory and defeat music that only needs to be applied to make these work.
When I commit gamemusic 1 and 2 i will not wire them in for the moment since you do want to have a different music system before they should appear ingame.

For the music system there is one little thing that I do want to suggest:
Would it not be better to specify some kind of playlist out of which the songs for the map are randomly choosen? This list would be configured via WML. If no music files are specified the "default" (aka almost all songs) would be used.
Any ideas about this? If this is fine for you, please post something like this as a comment to the feature request linked above.
TimothyP
Music Contributor
Posts: 244
Joined: July 18th, 2005, 4:34 pm
Location: Southern California
Contact:

Post by TimothyP »

Thanks, Aleksi! We're already eager for your return!

ivanovic - you can go ahead and apply Victory and Defeat if you want.

Your recommendation for the way game music works has been brought up before. I'm not against it. I just foresee that requiring a lot of music. Each piece of gameplay music takes a very long time to compose. But, I can't see any reason not to make it so that the designers can assign a select group of tracks if they don't want to use the default (entire library).

Any other opinions? Aleksi?

--Timothy
User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Post by zookeeper »

Yes, the scenario designer absolutely must have control over what music plays in his scenario. Otherwise, one of the best ways of setting the mood and having variety between scenarios and campaigns would be effectively destroyed. Also, giving scenario designers the option of having custom music doesn't in any way require more music to be composed and bundled with the game itself.

PS. These new tracks do sound very good.
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

The way I see it, we should change it so music= can accept a list of tracks, and if there is no music=, then it randomly plays all the game tracks...


One thing I would like to bring up is, it seems to me that music= should be deprecated. Just like objectives= was phased out, and replaced with [objectives], it makes sense to me to phase out music= and replace it with the (already existant) [music] tag. So, we would remove the music= from every scenario, and replace it with a [music] tag in prestart - the same way we removed objectives= and replaced it with [objectives] in prestart.

This would actually, I am fairly certain, require no code changes; all it would entail is an announcement that music= was deprecated, and eventually removing music= from the code, which mean removing, not adding, code...
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Post by zookeeper »

turin wrote:One thing I would like to bring up is, it seems to me that music= should be deprecated. Just like objectives= was phased out, and replaced with [objectives], it makes sense to me to phase out music= and replace it with the (already existant) [music] tag. So, we would remove the music= from every scenario, and replace it with a [music] tag in prestart - the same way we removed objectives= and replaced it with [objectives] in prestart.

This would actually, I am fairly certain, require no code changes; all it would entail is an announcement that music= was deprecated, and eventually removing music= from the code, which mean removing, not adding, code...
Actually, I'm fairly certain it would require code changes. Currently (1.0.2 at least), the music which is playing at the moment isn't, for example, stored in savefiles, meaning that when loading the game, the music specified by the music key is always played. If that key was removed, the code would have to be changed to track changes to the music (done with the [music] tags), because there would be no single default music for the scenario because it would only be set in events, and the game couldn't really know what to start playing when loading a saved game.
User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

But that means that the current behavior is a bug anyway (because it means scenario designers can't change music in mid-scenario without it being reset when the save is loaded.) Thus, it wouldn't complicate the code any more than fixing an outstanding bug...
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Post by zookeeper »

turin wrote:But that means that the current behavior is a bug anyway (because it means scenario designers can't change music in mid-scenario without it being reset when the save is loaded.) Thus, it wouldn't complicate the code any more than fixing an outstanding bug...
Yes, the current behaviour is buggy, but in any case it would require changes to the code just to restore any music when loading a saved game, because prestart events (where the music would usually be set) aren't processed when loading a game.

Anyway, fixing both of these by just having a "music_playing" variable, updating it whenever the music changes and storing it in the savefile as a key would be very simple.
Post Reply