Stendhal Development Meeting 2009-11-22/Result Log/Music: Difference between revisions

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{{Navigation for Stendhal Top|Developing}}
{{Navigation for Stendhal Developers}}
{{Stendhal Development Meeting 2009-11-22}}
{{Stendhal Development Meeting 2009-11-22}}
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* there's a text on sound and music at [[Stendhal Sound]]
* storyteller: but what if there is for example music added some time? Then you need "/sound mute on" and "/music mute on"
* wiki page is quite old and needs to be updated
* humana: hey... I want more sound in this game, maybe music!... I thought about a new house... for example a jazz house... there are some musicians (is that the right word) which are playing music... you can do there for example a new quest too ... how do you think about this?
{{clear}}
* humana: maybe first just one place for music ... it's difficult to write songs for all places in stendhal...
== Types of Music ==
* vomit: humana u can compose music for the game and sent it to the developers
* hendrik: And too many other things to work on.
* vomit: there's a text in the wiki about this
* humana: what kind of music?
* plassy: you have to get the music from anywhere...
* humana: I can do maybe something with cheatdomi
* vomit: chilling tunes
* humana: I like it if there is a jazz house!
* storyteller: humana, I already produced a four music tracks for Stendhal :)
* vomit: maybe ambient
* vomit: or classic with a touch of medieval tunes
* humana: it's difficult to write something for all places vomit
* humana: you want for dungeons for example other music
* humana: storyteller? where can I hear this music?
* vomit: i allways think about the soundtrack of "elder scrolls"
* storyteller: it is added to the patches tracker
* hendrik: Please keep in mind that this is a free game. Which means that any music needs to be free and "with source". So an mp3 is not good.
* yoriy: its me who want it, osl
* storyteller: it´s something for ambiet/atmosphere
* miasma: we could take midi-files.
* superkym: storyteller's music is really good. but adding to the game it is another thing
* vomit: in the wiki stood something about ogg
* storyteller: I produced it myself
* pepsz: i thnk when you ignore somebody you can write the motive for example /ignore pepzs (motive)
* porl: it will suck whan im 597
* vomit: would flac do it either?
* humana: okay teller I will hear it
* blackfinix: hmm ambient music is not hard to compose :) .... or even automated music ...
* humana: kymi? what do you mean?
* superkym: pepsz, you can write this already
* porl: hi
* love_puppet: you have a vary long time befor u get that far
* vomit: i have one ambienttrack
* love_puppet: like long
* vomit: but it's in mp3
* plassy: maybe we can find some music at jamendo.com... ist creative common
* miasma: midi-files can be repeated the whole time aren't so big files and you can make them easy at home
* humana: I like some music for your heart
* humana: like blues and jazz
* blackfinix: convert it to ogg
* pepsz: wow i dont know these =S
* superkym: pepsz please type /help and you will see what to do to add the reason. and when you type /ignore alone, you see who you have ignored and for what reason
* blackfinix: ogg is open source
* porl: please
* porl: make no max lvl
* storyteller: no, I think we should not take music from anywhere...
* vomit: would flac do it, too?
* blackfinix: yes flac is open source
* humana: storryteller what do you mean?
* porl: if someone wants muc«sic, get itunes, and hear it!
* plassy: what do you mean with anywhere?
* kiheru: with flac we would get rather large download sizes
* miasma: i'm for midi-files.
* storyteller: well, to take it from any other source... Because of the copyright etc
* plassy: its a game
* vomit: flac would just be the source
* humana: porl there are guys who want music and guys which say it is not important
* porl: get itunes
* superkym: i'm pretty sure the wiki says what specifications we have, doesn't it say oggs?
* porl: im hearing music right now
* humana: yes and a game has a background music
* humana: you can mute the music
* vomit: you could downsample it then for your own desired size
* pepsz: more for example the people how you ignore can see why you ignore hem when try speak with you
* porl: no max lvl
* Oslsachem: music usually adds atmosphere to the game but not gameplay
* blackfinix: a midi composition would work miasma. but im not sure if he game can handle them
* humana: so I don't know now... what do you think about a Blues or Jazz house?
* plassy: midi and linux istnt a good idea
* humana: midi...
* blackfinix: if it was midi it would definitely have a retro sound to the game :)
* yoriy: what about next ideas
* Oslsachem: porl, the problem of levelling undefinedly is that if creature don't level together with you, you end up without challenges.
* vomit: i think it should be ogg
* sentinel: 7who
* storyteller: do you think about 8-bit music?
* matheus: open
* Oslsachem: undefinitely
* blackfinix: yes ogg is best bet
* storyteller: retro style? ;)
* vomit: and there should be a soundtrack file, which you are able to download extra
* kezman: hi all
* plassy: full ack to ogg
* miasma: i think a retro touch like lufia or secret of mana or sth. is not bad for a game like these
* blackfinix: vomit yes ... like the sound files now
* storyteller: thats right miasma
* vomit: yes
* blackfinix: yes
* superkym: adding music woudl still be rather a major change
* vomit: but midis are tooooo oldschool
* sentinel: missing a shop for armors
* blackfinix: ok we can put that off for now, or create a ccommittee to look into it
* humana: who wrote music for stendhal already?
* superkym: it's not a minor thing which we can just make happen, it's a major thing needed, as far as i remember
* vomit: atmospheric sounds in ogg would be better
* miasma: but not your ambient music, vomit. i think ulthar isn't a good choice. in dreamscape maybe ;)
* Oslsachem: music should be played adaptively according to the place and situation, to give it more value.
* plassy: whats the problem with music... there is support for sounfd in java... or im wrong?


* main goal of music is to add ambient/atmosphere
* samson: I don't care about music / sounds as long as I can switch them off
* music should be played adaptively according to the place and situation, to give it more value.
* blackfinix: yes samson.
** storyteller made some great examples of this, see patch tracker
* plassy: so who did the original sound stuff?
** some are very pretty and quiet and suitable for outdoors, a meadow
* Oslsachem: there's the question wether music should be played individually for each player or wether it should be associated with the zone...
** some are dark and scary like for a dungeon
* hendrik: There should be different music for cities, forrest, dungeons.
** a jazz room was suggested, does it fit into the world?
* hendrik: So it would be zone depended.
* need to compromise between file size and loops being long enough not to get monotonic
* plassy: music have to add atmosphere
* files provided and [http://arianne.cvs.sf.net/viewvc/arianne/stendhal/data/music/ committed to CVS]
* superkym: yes and storyteller's music are great examples of this
** [http://arianne.cvs.sf.net/viewvc/*checkout*/arianne/stendhal/data/music/Deep_Forest.ogg Deep_Forest.ogg] (This music by storyteller from patch 2665588 is ideal for outdoors as it has bir..., 2009)
* hendrik: We already have some wind like sounds in 0_semos_village_w, but that is very basic.
** [http://arianne.cvs.sf.net/viewvc/*checkout*/arianne/stendhal/data/music/Demiurgo_ANewHomeland.ogg Demiurgo_ANewHomeland.ogg] (Added final version of demiurgos song, 2006 )
* storyteller: Thanks very much :)
** [http://arianne.cvs.sf.net/viewvc/*checkout*/arianne/stendhal/data/music/Sacred_Moments.ogg Sacred_Moments.ogg] (This piece of music by storyteller from patch 2672345 has a majestic and serious..., 2009)
* superkym: some are very pretty and quiet and suitable for outdoors, a meadow
** [http://arianne.cvs.sf.net/viewvc/*checkout*/arianne/stendhal/data/music/The_Forsaken_Mine.ogg The_Forsaken_Mine.ogg] (This is written by storyteller, atmospheric background music ideal for caves or ..., 2009)
* superkym: some are dark and scary like for a dungeon
** [http://arianne.cvs.sf.net/viewvc/*checkout*/arianne/stendhal/data/music/The_Old_Tavern.ogg The_Old_Tavern.ogg] (This is written by storyteller, and he comments that ' This background soundtrac..., 2009)
* Oslsachem: but that means that when a player enters a zone the music is not played from the beginning

* superkym: also he made them fairly small file which is important as we don't want to force large downloads, and they loop, too.
== File Format ==
* yoriy: if music stay zone dependent it must not be monotonic , so probably there must be 2-3 misic themes for each zones

* blackfinix: osl that wouuld be ok though?
* mp3 is problematic
* hendrik: There is this problem:
* midi
* storyteller: hmm...
** midi-files can be repeated the whole time aren't so big files and you can make them easy at home
* hendrik: Player One enters the zone.
** midi and linux may be a problem
* hendrik: The music starts.
** midi would have a retro touch, like lufia or secret of mana or sth.
* hendrik: 30 second later player Two enters the zone.
* ogg
* blackfinix: oh i see ... yes
** midi files can be converted
* storyteller: Then the music has to be played for every single player
** prefered by many people
* hendrik: Will he hear the music from the start? Or will it start with 30 seconds into the track?
** cannot get the range in midi files as you can in ogg
* tigertoes: if it is a loop, wouldnt that mean it doesnt matter?

* vomit: the music should play for each player
== Controlling the music ==
* tigertoes: same concept for when you have music on telephone and they put you on hold

* storyteller: yes, tigertoes... for loops it doesnt matter
* music is played by client
* love_puppet: or mabey the player 2 picks up 30s in to the track
* vomit: that should be controled locally by the client
* on commands provided by the server
* plassy: the music should fade in... ther is no need to hear it from the start
* music should depended on zone, "atmosphere" property of zone that is sent to client
* synchronization
* hendrik: Always starting at the beginning of the file is a lot easier to code.
** there is an unwritten rule that all the players should see the same thing
* plassy: except if special events arise
** 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
* yoriy: id like to have music in client
** the music should fade in, there is no need to hear it from the start
* yoriy: instead server
** 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
* plassy: hendrik: i dont see the problem... dosn't java handle this?
* other triggers
* plassy: isn't there any library?
** there might be special music during a fight against a very strong monsters
* superkym: why is it a problem if the music starts from the beginning as you enter, for each player? i think that is ok
** it was suggested that music may be faster when low on health
* jesco: yes it is

* hendrik: okay, that makes things easier.
== Multiple programs with music ==
* kiheru: java does not handle everything. there's still a lot about the behaviour to code

* blackfinix: wouldn't all this music be very resource hungry?
* music should only be played if the Stendhal client is the active window
* humana: kymi? what is if you play with 2 accounts?
* so when you have two clients open (for example while testing) you don't get a mess
* humana: you have to mute one?
* a workaround would be to mute one client manually.
* Oslsachem: there's an unofficial rule that states that all the players should see the same things in the game though I don't know if music is really a part of the world or just the game interface because there isn't actually a musician playing it...
* for example when the other music source is not related to Stendhal
* humana: otherwise maybe it sounds really

* humana: strange
== Shipping Music Files ==
* hendrik: It may be a good idea to only play the music if the client is the active window.

* kiheru: you'd mute the music of one, unless you want a cacophony
* the music files should be shipped with the client, just like tiles and images are, but as a separate package
* superkym: well they may not even be in the same zone humana... yes i guess you would choose to mute one
* streaming is considered to consume too much resources like bandwidth, streaming is not required for synchronizing
* superkym: or hendrik's idea
* plan:
* blackfinix: but that would be the players problem if he/she choses to play more than one char
*# Make /mute persistent ({{tracker|2880973}}).
* humana: yes
*# 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)
* superkym: blackfinix the music itself would be shipped with the client, just like tiles and images are
*# include the music files in stendhal-FULL-0.xx.zip
* blackfinix: ok i see

* superkym: so it does not need to be sent over the network from the server. just the instruction to start playing, stop playing
== Other ==
* kiheru: as a separate packege, I'd prefer

* blackfinix: ok
* we need to be carefully when taking music from any other sources because they may be copyrighted although marked as free
* storyteller: yes, kym, that would be best
* it should be possible to switch sound/music off
* tigertoes: i agree to the separate package... if someone wants music, they can download it separately
* music needs quite a bit of coding, the existing sound system needs some cleanup
* superkym: or a FULL client and a clien twithout sounds
* there are ogg files provided to test with, so the missing computer code is the show stopper
* Oslsachem: for all the players to listen to the music synchronously, it should be streamed from the server and not stored in the client I guess...

* superkym: like we already have
== Volunteers ==
* plassy: no... no stream

* superkym: Oslsachem i'm really not sure that's necessary
* storyteller and miasma volunteered to do the music
* kiheru: no reason to stream. waste of bandwidht
* hendrik: kiheru, i suggest these steps: 1. Make mute persitent, 2. include the sound files in stendhal-0..., 3. include the music files in stendhal-FULL-0...
* 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
* blackfinix: streaming would really eat the bandwidth
* it may be a good idea to join [http://stendhal.game-host.org/?id=content/game/chat #arianne] on irc freenode. Please ask there if you have any questions or issues.
* storyteller: yes, that´s true
* miasma: jep.
* kiheru: just have a "atmosphere" property for the zones that's send to the client
* superkym: if you really wanted to make it start at the correct place you'd send what moment in teh tarck to start from
* superkym: but not stream
* superkym: * track
* plassy: yes
* storyteller: yes
* hendrik: does someone volunteer?
* blackfinix: ok
* superkym: btw osl you're outside my window. can you come to the table?
* hendrik: I will fix the /mute thingy.
* taron: Ronaldo!!!
* superkym: thanks, hendrik
* storyteller: volunteer for what? ;)
* humana: oslachem?
* blackfinix: to lead the music commitee?
* hendrik: for creating music files, for writing to code to use them.
* kiheru: cI donburied under all my tasks already :-(
* storyteller: I´ll produce the music :)
* miasma: what about the animal masks in ados? why do they just stay 2 hours? i think the time should be altered for 2 days too
* humana: good job tigger
* tigertoes: :)
* hendrik: I think it may be a good idea to just start with two small midi files for testing, not putting to much time into it until the code works.
* Maria: humana, if you want my attention, just say hi.
* hendrik: if "midi" is the way to go.
* plassy: maybi i can help with the music programming
* storyteller: okay, btw converting to ogg isn´t a problem ;)
* superkym: plassy, that would be good
* miasma: i could try to make midi-files. thanks to guitar pro :D
* hendrik: plassy, cool.
* storyteller: ^^
* plassy: i only have to look a bit in the java docs
* hendrik: miasma, thank you.
* tigertoes: i dont think you can get the range in midi files as you can in ogg
* kiheru: the code is the critical part for now, so help for that is very welcome :-)
* storyteller: Okay, Miasma and I do the music :)
* hendrik: plassy, it may be a good idea to join arianne on irc. Pleae ask there if you have any questions or need some points around the Stendhal source code.
* Oslsachem: you could play with the music tempo, increasing it when a player has low health
* storyteller: good idea
* humana: so if you want some music for some maps... Iam here, I have guitar pro .. and domi have a better programm
* miasma: like the time-out music in super mario, oslsachem? ;)
* kiheru: maybe eventually osl. first we need something that works
* humana: good Idea oslachem
* storyteller: yes, miasma :D
* Oslsachem: I guess so, miasma :)
* storyteller: that would be great ^^
* plassy: i'll go too. i will have a look at the java sound api in the next week