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

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{{Navigation for Stendhal Top|Developing}}
{{TODO|Creation of this page is in progress. This is not a real chat log. Comments have been removed, sorted and edited.}}
{{Navigation for Stendhal Developers}}
{{Stendhal Development Meeting 2009-11-22}}
{{Stendhal Development Meeting 2009-11-22}}
__TOC__


* there's a text on sound and music at [[Stendhal Sound]]
== Introduction (needs summary or integrate below) ==
* wiki page is quite old and needs to be updated
{{clear}}
== Types of Music ==


* main goal of music is to add ambient/atmosphere
* 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?
* music should be played adaptively according to the place and situation, to give it more value.
* humana: maybe first just one place for music ... it's difficult to write songs for all places in stendhal...
** storyteller made some great examples of this, see patch tracker
* hendrik: And too many other things to work on.
** some are very pretty and quiet and suitable for outdoors, a meadow
* vomit: there's a text in the wiki about this
** some are dark and scary like for a dungeon
* humana: what kind of music?
** a jazz room was suggested, does it fit into the world?
* humana: I can do maybe something with cheatdomi
* need to compromise between file size and loops being long enough not to get monotonic
* vomit: chilling tunes
* files provided and [http://arianne.cvs.sf.net/viewvc/arianne/stendhal/data/music/ committed to CVS]
* humana: I like it if there is a jazz house!
** [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)
* storyteller: humana, I already produced a four music tracks for Stendhal :)
** [http://arianne.cvs.sf.net/viewvc/*checkout*/arianne/stendhal/data/music/Demiurgo_ANewHomeland.ogg Demiurgo_ANewHomeland.ogg] (Added final version of demiurgos song, 2006 )
* vomit: maybe ambient or classic with a touch of medieval tunes
** [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)
* humana: it's difficult to write something for all places vomit
** [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)
* humana: you want for dungeons for example other music
** [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)
* humana: storyteller? where can I hear this music?
* storyteller: it is added to the patches tracker
* storyteller: it´s something for ambient/atmosphere
* miasma: we could take midi-files.
* superkym: storyteller's music is really good. but adding to the game it is another thing
* storyteller: I produced it myself
* humana: okay teller I will hear it
* humana: kymi? what do you mean?
* superkym: pepsz, you can write this already
* plassy: maybe we can find some music at jamendo.com... it's creative common
* humana: I like some music for your heart
* humana: like blues and jazz


== File Format ==
== Types of Music (needs summary) ==


* mp3 is problematic
== File Format (needs summary) ==
* midi
* vomit: in the wiki stood something about ogg
** midi-files can be repeated the whole time aren't so big files and you can make them easy at home
* vomit: would flac do it either?
** midi and linux may be a problem
* vomit: i have one ambient track but it's in mp3
** midi would have a retro touch, like lufia or secret of mana or sth.
* miasma: midi-files can be repeated the whole time aren't so big files and you can make them easy at home
* ogg
* blackfinix: convert it to ogg
** midi files can be converted
* blackfinix: ogg is open source
** prefered by many people
* blackfinix: flac is open source
** cannot get the range in midi files as you can in ogg
* kiheru: with flac we would get rather large download sizes
* miasma: i'm for midi-files.
* vomit: flac would just be the source
* superkym: i'm pretty sure the wiki says what specifications we have, doesn't it say oggs?
* vomit: you could downsample it then for your own desired size
* blackfinix: a midi composition would work miasma. but i am not sure if he game can handle them
* plassy: midi and linux isn't a good idea
* humana: midi...
* blackfinix: if it was midi it would definitely have a retro sound to the game :)
* vomit: i think it should be ogg
* storyteller: do you think about 8-bit music?
* blackfinix: yes ogg is best bet
* storyteller: retro style? ;)
* 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
* storyteller: thats right miasma
* vomit: but midis are tooooo oldschool
* miasma: i could try to make midi-files. thanks to guitar pro :D
* tigertoes: i dont think you can get the range in midi files as you can in ogg


== Other (needs summary) ==
== Controlling the music ==

* storyteller: no, I think we should not take music from anywhere...
* humana: storryteller what do you mean?
* plassy: what do you mean with anywhere?
* storyteller: well, to take it from any other source... Because of the copyright etc
* plassy: its a game
* humana: yes and a game has a background music
* humana: you can mute the music
* pepsz: more for example the people how you ignore can see why you ignore hem when try speak with you
* Oslsachem: music usually adds atmosphere to the game but not gameplay
* humana: so I don't know now... what do you think about a Blues or Jazz house?


* vomit: and there should be a soundtrack file, which you are able to download extra
* blackfinix: vomit yes ... like the sound files now
* superkym: adding music would still be rather a major change


* 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 sound in java... or am I wrong?
* samson: I don't care about music / sounds as long as I can switch them off
* blackfinix: yes samson.
* plassy: so who did the original sound stuff?

== Triggering Background Music (needs summary) ==

* Oslsachem: there's the question whether music should be played individually for each player or whether it should be associated with the zone...
* hendrik: There should be different music for cities, forest, dungeons.
* hendrik: So it would be zone depended.
* hendrik: We already have some wind like sounds in 0_semos_village_w, but that is very basic.
* plassy: music have to add atmosphere
* superkym: yes and storyteller's music are great examples of this
* storyteller: Thanks very much :)
* superkym: some are very pretty and quiet and suitable for outdoors, a meadow
* superkym: some are dark and scary like for a dungeon

* 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.
* 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?
* hendrik: There is this problem:
* hendrik: Player One enters the zone.
* hendrik: The music starts.
* hendrik: 30 second later player Two enters the zone.
* storyteller: Then the music has to be played for every single player
* hendrik: Will he hear the music from the start? Or will it start with 30 seconds into the track?
* tigertoes: if it is a loop, wouldnt that mean it doesnt matter?
* vomit: the music should play for each player
* tigertoes: same concept for when you have music on telephone and they put you on hold
* storyteller: yes, tigertoes... for loops it doesnt matter
* love_puppet: or maybe the player 2 picks up 30s in to the track
* vomit: that should be controlled locally by the client
* plassy: the music should fade in... there is no need to hear it from the start
* hendrik: Always starting at the beginning of the file is a lot easier to code.
* plassy: except if special events arise
* yoriy: id like to have music in client instead server
* plassy: hendrik: i dont see the problem... dosn't java handle this?
* plassy: isn't there any library?
* superkym: why is it a problem if the music starts from the beginning as you enter, for each player? i think that is ok
* jesco: yes it is
* hendrik: okay, that makes things easier.
* 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...
* 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?

* Oslsachem: you could play with the music tempo, increasing it when a player has low health
* humana: so if you want some music for some maps... I am 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

* 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 the track to start from but not stream


* 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 ==
== Multiple programs with music ==
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* the music files should be shipped with the client, just like tiles and images are, but as a separate package
* 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
* streaming is considered to consume too much resources like bandwidth, streaming is not required for synchronizing
* plan:
* plan: 1. Make mute persistent, 2. include the sound files in stendhal-0.xx.zip, 3. include the music files in stendhal-FULL-0.xx.zip
*# Make /mute persistent ({{tracker|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 ==
== Volunteers ==