Crossfire music?

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bort
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Crossfire music?

Post by bort »

It is silly, but then again, Many, many, games have some sort of GAME background music.
Also, has anyone thought of a CF song?
Blizzard made the cain-rap, and other funky songs. Just for laughs, :P
lordyoukai.DA
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Leaf
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Post by Leaf »

Search for "music" in the mailing list archives. It has been discussed there.

Know of anyone with music talent who is willing to compose/produce music and release it or free and under GPL?
bort
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Post by bort »

Well, lets see if the lurkers here have a few words to say about it too?
lordyoukai.DA
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Casper
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Post by Casper »

Look at (by googling for) runescape... A pay-for RPG with pretty Java3D graphics that makes me want to rewrite CF (well, almost) and music that is just so bad it makes me want to pull my hair out! I had the displeasure of listening to it for a short while last year, and I think if CF faces something similar it's better not to bother at all.

What we need is a larger user/developer base, so that we get someone who maybe owns a bedroom studio... or is willing to buy me one! :)
bort
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Post by bort »

Problem with Runescape is a java3d graphics system is pretty slow. But I think already perhaps you can do some sound mixing. Try using Audacity (http://audacity.sf.net) It is a very good sound esditor engine. High hopes, indeed. 8)
lordyoukai.DA
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Casper
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Post by Casper »

To do sound mixing you need source sound.
It get source sound you need to either pluck at an acoustic instrument, record it, and then mix it (very labour intensive and generates poor quality output as recording will not be done with a half-decent mike outside a proper recording studio) so mic + acoustic instrument recordings are to be avoided.

It's far better to interface a digital instrument (like a digital piano, digital drum kit) to a computer, record the note values, and then assign the instruments to them. Another advantage to that is that you can change the instrument after you made the recording, and make the instrument you are using up yourself, to sound exeactly the way you want it to sound.

Then the sound samples can be mixed into a track.

Typically you also want some hardware recording things (a hi-fi), speakers, and a good quality hardware mixer between it all.
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Post by Leaf »

Some other things to consider.. (snippets from IRC)

Different sounds can have different properties like play once, play repeatedly, play on activation, etc. sound information basically needs to make its way into objects - somewhat in the form of the linked listed for objects, which say for what events to play the sounds for, and then what sound.

Background music has some similar issues - do you make it a global map attribute (which would be fine, but perhaps not great for some larger maps). Or some form of area thing? If the later, then probably having some form of 'music objects' might be necessary.

Of course, Crossfire also needs the music or sound effects to play.
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