jeffthewookiee -> RE: Historical Details, Animation, and Sound (4/27/2006 8:19:20 PM)
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ORIGINAL: Shannon V. OKeets quote:
ORIGINAL: jeffthewookiee quote:
ORIGINAL: macgregor My personal opinion, as much as I love music, is that I wouldn't worry about it too much. Even the best of music can get worn out. As long as the game is either not in fullscreen or has some feature that will allow it to reduce without closing is all I need to login to Live365 where I can pick from thousands of internet radio channels. Everything from adventure and war movie movie themes to stations that play wartime news broadcasts (complete with swing music) for those that prefer. And these stations don't repeat every ten minutes. While I have no affiliation with them I have to acknowledge what a tremendous asset this is to the wargaming experience. And yes it is free. -on the other hand. Either national anthems or nation specific trumpet calls might be nice to announce one's turn. As a composer, I've faced that kind of challenge often: writing great, interesting music that doesn't get boring after too many repetitions. I've come to the conclusion that context is very important. A classical piece is usually written to stand alone and be appreciated all by itself. If it hogs the center of attention, that's because it's designed to. That sometimes makes it difficult to use historical pieces in a computer game; they weren't meant to be repeated for the length of a 2 hour gaming session, and they were meant to be grab attention. A lot of modern computer game music is composed much differently than traditional pieces like these. The heart of the music is an ambience and an atmosphere more than a journey from start to finish. Good in-game music should probably take this into account and assume a support role rather than a center-stage one. One technique I've seen used is essentially a music bed without much discernable movement. It's usually loop-based and establishes a mood without pushing to hard towards a musical goal. As the game's 'intensity' increases, a second track is cross-faded in that's essentially the first track with elements... several versions of the original track are created this way and represent different 'intensities'. Events in the game cause the level to be raised or lowered, which determines which version of the track to be played. Since the track is ambient in nature as a background rather than a progressive piece of music, it's relatively easy to smoothly fade from one level to the other. So you might be playing Track A, but suddenly a guard notices your spy and the game fades in Track D to show the immediate danger. I am not a complete novice when it comes to music. I sing two evenings a week - barbershop accapella in a quartet and in a chorus. So I can read music - sight read it actually. But I am nowhere near your level of expertise. Another forum member, Composer99, offered really excellent advice too. Earlier this week, I was talking to David Heath (president of Matrix Games) about the sound and music for MWIF. We have decided to go with OGG format for both (I have no idea what that is and have to read up on it). What David suggested (and I agreed to) is that I identify sounds and music that I want to add, assign them a filename, and specify a duration. Matrix will then come up with the sounds & music files and I will simply plug them in. Would you be interested in reviewing them? Or otherwise participating in the development process for the music? We are months away from needing to get into this seriously. I will try to see if Composer99 is interested too. Or anyone else out there. Sure, I'd be interested. I'm going to send you an email...
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