Stendhal Development Meeting 2009-11-22/Result Log/Music
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- Meeting
- Result Log
- Raw Chat Log
- there's a text on sound and music at Stendhal Sound
- wiki page is quite old and needs to be updated
Types of Music
- main goal of music is to add ambient/atmosphere
- music should be played adaptively according to the place and situation, to give it more value.
- storyteller made some great examples of this, see patch tracker
- some are very pretty and quiet and suitable for outdoors, a meadow
- some are dark and scary like for a dungeon
- a jazz room was suggested, does it fit into the world?
- need to compromise between file size and loops being long enough not to get monotonic
- files provided and committed to CVS
- Deep_Forest.ogg (This music by storyteller from patch 2665588 is ideal for outdoors as it has bir..., 2009)
- Demiurgo_ANewHomeland.ogg (Added final version of demiurgos song, 2006 )
- Sacred_Moments.ogg (This piece of music by storyteller from patch 2672345 has a majestic and serious..., 2009)
- The_Forsaken_Mine.ogg (This is written by storyteller, atmospheric background music ideal for caves or ..., 2009)
- The_Old_Tavern.ogg (This is written by storyteller, and he comments that ' This background soundtrac..., 2009)
File Format
- mp3 is problematic
- midi
- midi-files can be repeated the whole time aren't so big files and you can make them easy at home
- midi and linux may be a problem
- midi would have a retro touch, like lufia or secret of mana or sth.
- ogg
- midi files can be converted
- prefered by many people
- cannot get the range in midi files as you can in ogg
Controlling the music
- music is played by client
- on commands provided by the server
- music should depended on zone, "atmosphere" property of zone that is sent to client
- synchronization
- there is an unwritten rule that all the players should see the same thing
- problem: player A enters a zone, the music starts to play, player B enters 30 seconds later. For them to hear the same thing the music for player B has to start 30 seconds in
- the music should fade in, there is no need to hear it from the start
- music is not really part of the game world so it may be okay to start at the beginning every time, to make coding simpler for now
- other triggers
- there might be special music during a fight against a very strong monsters
- it was suggested that music may be faster when low on health
Multiple programs with music
- music should only be played if the Stendhal client is the active window
- so when you have two clients open (for example while testing) you don't get a mess
- a workaround would be to mute one client manually.
- for example when the other music source is not related to Stendhal
Shipping Music Files
- the music files should be shipped with the client, just like tiles and images are, but as a separate package
- streaming is considered to consume too much resources like bandwidth, streaming is not required for synchronizing
- plan:
- Make /mute persistent (#2880973).
- include the sound files in stendhal-0.xx.zip (it made sense to have an extra download years ago when the music was twice as large as the client, but that is not true anymore)
- include the music files in stendhal-FULL-0.xx.zip
Other
- we need to be carefully when taking music from any other sources because they may be copyrighted although marked as free
- it should be possible to switch sound/music off
- music needs quite a bit of coding, the existing sound system needs some cleanup
- there are ogg files provided to test with, so the missing computer code is the show stopper
Volunteers
- storyteller and miasma volunteered to do the music
- hendrik volunteered to fix /mute and include the sound files into the normal stendhal-0.xx.zip download, so that the music files can go into stendhal-FULL-0.xx.zip
- plassy volunteered to do the java coding
- it may be a good idea to join #arianne on irc freenode. Please ask there if you have any questions or issues.