New Music

WKFO
Posts: 79
Joined: Wed Jun 14, 2017 12:37 pm
Location: Turkey
Contact:

Re: New Music

Post by WKFO » Thu Aug 31, 2017 3:50 pm

The combat music fits the situation very well IMO and I had no problems with the transition. (I mean it doesn't feel weird when the track changes from ambient/ship-nearby to ship-firing (this track specifically)). I threw another combat track of mine into trash because it failed to be an acceptable "Pioneer type" music.

I plan to, at least for now, make the second track you mentioned a docking (near space station) music because if there is only one track in "docked" so it would repeat over and over again and I would like to have at least 2-3 tracks for "docked" before we put sth in there. If I/we/someone create/find more music for "docked" then it should be better and I can consider putting it in "docked".

Years ago, Emajogi added the Blue Danube to the game. He did a really good job, but... Maybe, a low-chance "maybe", I can try remastering it because it sounds too 16 bit for me (idk, maybe it was on purpose) and some parts are a little... "off". (When you compare it to the original it is nonsense.) Even if I don't do anything, it is good enough already. It would be shame not having this track :)

https://www.youtube.com/watch?v=8nP-FW4aJsY&t=22s

EDIT: Oh, this thought just hit me... Maybe he thought re-creating the original Blue Danube would cause copyright issues so he tweaked some parts.

impaktor
Posts: 704
Joined: Fri Dec 20, 2013 9:54 am
Location: Tellus
Contact:

Re: New Music

Post by impaktor » Fri Nov 24, 2017 8:17 pm


darekdeo
Posts: 16
Joined: Sun May 07, 2017 9:21 pm

Re: New Music

Post by darekdeo » Sat Nov 25, 2017 10:44 am

My little brother made these songs after 30-60 minutes of learning how to use LMMS: https://soundcloud.com/user-724072695-129659157

Sounds like something similar to original Deus Ex or Unreal game series has used in 90s and early 2000.

WKFO
Posts: 79
Joined: Wed Jun 14, 2017 12:37 pm
Location: Turkey
Contact:

Re: New Music

Post by WKFO » Sat Nov 25, 2017 3:17 pm

Thanks! I got rid of this cencorship problem already but thank you anyway. I didn't even notice how often I was using Wikipedia before someone blocked my access to it.

WKFO
Posts: 79
Joined: Wed Jun 14, 2017 12:37 pm
Location: Turkey
Contact:

Re: New Music

Post by WKFO » Sun Dec 17, 2017 1:22 pm

I was thinking of a death music...
https://ufile.io/dvuov
https://www.youtube.com/watch?v=k1-TrAvp_xs

Just noticed... This could be a space music too if worked on.

WKFO
Posts: 79
Joined: Wed Jun 14, 2017 12:37 pm
Location: Turkey
Contact:

Re: New Music

Post by WKFO » Sat Jan 06, 2018 9:45 pm

https://ufile.io/w8rlr
A zip file containing 2 new tracks and 2 old tracks I've veery slightly modified.

One of the new tracks is for player-destroyed and the other is for ship-nearby. There is a lack of variety of tracks in these directories.
"Suspense" is slow brass, accompanied by a barely hearable pair of violins. Well, not barely, but I mean... They don't stand out.
"Lacrimosa" is the actual Lacrimosa from Mozart, but I re-did it for piano and synthesizer. Literally a death music. (P.S. I want a new tombstone animation :))

The other 2 is, like I said, slightly modified versions of the old tracks we have in the game. Pioneer2b has a smoother brass and a bit more dominant vocals than Pioneer2 (and a small bit of reverb), and the Blue Danube (Emajogi_v3d) is about a half note higher pitch, also has some filter applied on it. Also, both had a tiny (I mean, TINY) modification in equalizer. Not a big deal, really. So why did I do that? Well, I just think they sound better a tiny bit. Improvement is an improvement.

WKFO
Posts: 79
Joined: Wed Jun 14, 2017 12:37 pm
Location: Turkey
Contact:

Re: New Music

Post by WKFO » Sat Jul 07, 2018 8:30 pm

https://soundcloud.com/homeworld-kerbin/duel
An action/combat music I made literally a few minutes ago.

WKFO
Posts: 79
Joined: Wed Jun 14, 2017 12:37 pm
Location: Turkey
Contact:

Re: New Music

Post by WKFO » Sun Jul 15, 2018 6:20 pm

https://github.com/pioneerspacesim/pioneer/pull/4385
Another PR time.

I wanted to write longer but I also didn't want to make the PR description go too off-topic. So here I am.

I want to improve the music player by separating the space ambience into two categories:
  • core/populated systems
These will use most of what we currently have. Classical pieces and fancy electronic tracks.
  • edge-of-civilization + unexplored space
These will be more like dark ambience. Like the sector map being all gray isn't enough. We have a few tracks from me and s20dan fitting for this category I think.

JUST and ONLY for reference and comparison:
No Mans Sky OST - core worlds
Elite Dangerous OST - unexlored space

FluffyFreak
Posts: 1194
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: New Music

Post by FluffyFreak » Sat Jul 28, 2018 3:47 pm

Good idea

WKFO
Posts: 79
Joined: Wed Jun 14, 2017 12:37 pm
Location: Turkey
Contact:

Re: New Music

Post by WKFO » Sat Aug 18, 2018 6:21 pm

I want to complete what s20dan wanted to do with ambient music, because I think it is a really nice idea.
https://github.com/pioneerspacesim/pioneer/issues/171

I could use some help with coding. We need to create a new category at

Code: Select all

/data/music/core/unexplored
Then we will need to edit the MusicPlayer.lua so that whenever the game requests ambient music, it will check the player's current system and will do the following;

If the distance between current system and Sol (0,0,0) is less than 500ly (about 60 sector map units), it will play a song from

Code: Select all

/data/music/core/space
if the distance current system and Sol (0,0,0) is more than 500ly, it will play a song from

Code: Select all

/data/music/core/unexplored
I try to code things myself and not bother others but this time I was soo frusturated and tired with Pioneer crashing every time I wanted to get systemX systemY or systemZ values or calculating distance by getting systemPaths. Either I don't know which files to import or I don't know the conversions between systempath values and stuff.

Btw, 500ly is about where the edge of human populated bubble is. At about 500ly away from Sol, independent systems start getting lesser and unexplored systems start taking over the sector map. I don't know if any casual players are having fun outside the human bubble, but I sure do.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest