Game Music

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Clown
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Game Music

Postby Clown » Sat Oct 01, 2016 11:24 am

I've come up with some ambient music for the game

https://soundcloud.com/bhambeats/sets/ember-online

Feed back wanted :ugeek:

Do they fit? Too dark? Not dark enough? More up beat? What's up :P
Dark Caves is an example of how battle music could be used it nearly all of them (try to disregard the lack of mixing). I'll add unique drum scores over each one if people like the sort of thing. Me personally, I hate when music is constantly interrupted by battle music.

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Lavelia
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Re: Game Music

Postby Lavelia » Sun Oct 02, 2016 2:14 am

Cool :D I liked it :D

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NiteHawk
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Re: Game Music

Postby NiteHawk » Sun Oct 02, 2016 4:15 am

In any case we can always have a disable combat music if needed, to me it's not a big deal but I do kind of want the option that it switches, to me epic battle music during certain points can hype up a person though.

The actual ambient music is really good. I like it. The only problem I have is sometimes you add in some sound effects that might make a person turn off music. The main one in question is the Wiken Graveyard with the cricket. I want to stab the cricket in the throat.

I think it would be enough with the music alone to make it a dark setting. However.... My client will have X amount of sound players that can go at once to make it so you can include X or Y. For example, The caves AMBIENT MUSIC would be on player 1, the caves AMBIENT SOUND EFFECTS (like water dropping, wind, even the crickets, but no, not the crickets lul.) can go on a separate sound file that players in the background. Does that make sense? That way you can make the area 'different' by adding ambient to the area as well.

---

I think the battle drums are a pretty good idea, though I think maybe some of them could use one or two more things to 'pick it up' a bit more. I know I'm a bit fuzzy with it, but I really love how music can make events more interesting.

It sounds really good so far though. I really like the different tones for areas, I think you got the general idea that though.

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Clown
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Re: Game Music

Postby Clown » Sun Oct 02, 2016 8:47 am

Thanks for the feedback. :)
@NiteHawk
I can easily kill that cricket. It's only the click of a button. The subtle sound of someone walking through the leaves is okay though, yea? I thought it made it really creepy. It's like, "I hear that undead fucker lurking out there somewhere" :P
I can also break up the sounds into individual .wavs or .oggs for you. The ambience is really just a bunch of layered stuff. You and I would have would have to set aside a time to work together on that point (I know sound isn't a priority at the moment, so whenever. The sounds are really just extra spice, so no rush I'd say). It may be weird to keep them in sync if a player were to turn it on after the track has already started. I've never programmed music into a game, but I know it could be possible to keep them in sync, just keep the effects and ambience playing together whether one is off or not, and when the player turns it on/off it can fade in/out. Does that make sense? I get what you are saying, do you get me? Hehe.
As for epic drums, I can do this. For each area it could become quite the task. However, I suppose the OAD/boss areas could use some really spectacular battle music. I just need directions to the areas so I can take a look.
Think big strings and big drums! I know that will hype just about anyone up, lol.

Also, I've got 12 tracks done I think? How many more would you reckon you could use? I can do about 10 each weekend, or more, depending on my studies at my university (game development hehe).

Also... again, heh, if anyone else found anything annoying like that cricket, let me know. I had corpse flies buzzing around on the Raider's Road piece with an entirely different ambient track, but I quickly became annoyed by them and deleted the whole thing. :lol:

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Folder
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Re: Game Music

Postby Folder » Sun Oct 02, 2016 1:37 pm

I like it man. Kill the cricket for sure.

It is overall quite dark and ominous, which isn't bad, but I think maybe there could be some city music that's less ominous. Also some of these are super Diablo 2 sounding :).

Perhaps turn down the background ambience a bit on some of these. It might be a bit too much if it's playing all the time (mostly the bass hum in the background for some tracks, or the kinda vacuum-y sound on Naseth River).

Overall pretty cool though, thanks for your time and work. I was thinking the other day about how we could definitely use some music.
<Silhouette>

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NiteHawk
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Re: Game Music

Postby NiteHawk » Sun Oct 02, 2016 1:56 pm

As long as the lengths are exactly the same I can keep them sync'd up easily for ambients that have to go in sync with the music. Some of it (The wind for example) might be okay as a 30 second loop and it would go fine I think. But it should be easy to deal with I think on my end if it was done via lengths for sync. I was aiming to add music with the new client, but it's a bit off, gives time to make the sounds though.. :P

I've never programmed music into a game, but I know it could be possible to keep them in sync, just keep the effects and ambience playing together whether one is off or not, and when the player turns it on/off it can fade in/out. Does that make sense?


Exactly the thought though too. It would help greatly to have options. In terms of what is needed, I'm not entirely sure yet cause we are working on pumping out areas now. Even I am working on one now. I don't think we're going to need a zillion of them though. I'm sure we can use the same ones for same areas, etc here and there.

The idea for the music was to either fade in one tune and fade out another (again same length songs to make the sync easy) Or simply fade in the extra instruments that make the song feel more epic during battles, often you can get a faster tempo just by adding a few instruments, I.E. like how your drums feel compared to if they weren't there.


Folder wrote:I like it man. Kill the cricket for sure.

It is overall quite dark and ominous, which isn't bad, but I think maybe there could be some city music that's less ominous. Also some of these are super Diablo 2 sounding :).

Perhaps turn down the background ambience a bit on some of these. It might be a bit too much if it's playing all the time (mostly the bass hum in the background for some tracks, or the kinda vacuum-y sound on Naseth River).

Overall pretty cool though, thanks for your time and work. I was thinking the other day about how we could definitely use some music.



I agree with Folder. Alot of it is dark, it works for alot of areas but it would be nice to have more 'happy'/'neutral' music for cities and other areas.

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Clown
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Re: Game Music

Postby Clown » Sun Oct 02, 2016 6:20 pm

Folder wrote:I like it man. Kill the cricket for sure.

It is overall quite dark and ominous, which isn't bad, but I think maybe there could be some city music that's less ominous. Also some of these are super Diablo 2 sounding :).

Perhaps turn down the background ambience a bit on some of these. It might be a bit too much if it's playing all the time (mostly the bass hum in the background for some tracks, or the kinda vacuum-y sound on Naseth River).

Overall pretty cool though, thanks for your time and work. I was thinking the other day about how we could definitely use some music.


Oh man, that's a big compliment! I love the sound tracks in the Diablo series!
I'll get to mixing all these tracks properly eventually and will keep what you said in mind about the hums and vacuums. :)

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Clown
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Re: Game Music

Postby Clown » Sun Oct 02, 2016 6:24 pm

NiteHawk wrote:As long as the lengths are exactly the same I can keep them sync'd up easily for ambients that have to go in sync with the music. Some of it (The wind for example) might be okay as a 30 second loop and it would go fine I think. But it should be easy to deal with I think on my end if it was done via lengths for sync. I was aiming to add music with the new client, but it's a bit off, gives time to make the sounds though.. :P


This will be very easy to do; all the stems/sections/.wavs (whatever ya wanna call them) will be the same BPM and time.

also,
I agree that the towns could use some lively pieces. Maybe something akin to the music in Lord of the Rings Online? if anyone is familiar...


I'll work on some more stuff throughout the week but I can really crack down on the weekend I hope.

Cheers.

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NiteHawk
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Re: Game Music

Postby NiteHawk » Mon Oct 03, 2016 4:25 am

Clown wrote:
NiteHawk wrote:As long as the lengths are exactly the same I can keep them sync'd up easily for ambients that have to go in sync with the music. Some of it (The wind for example) might be okay as a 30 second loop and it would go fine I think. But it should be easy to deal with I think on my end if it was done via lengths for sync. I was aiming to add music with the new client, but it's a bit off, gives time to make the sounds though.. :P


This will be very easy to do; all the stems/sections/.wavs (whatever ya wanna call them) will be the same BPM and time.

also,
I agree that the towns could use some lively pieces. Maybe something akin to the music in Lord of the Rings Online? if anyone is familiar...


I'll work on some more stuff throughout the week but I can really crack down on the weekend I hope.

Cheers.


No worries, it's no rush mate. Take your time and get something out you really like. 8)

Cerebrus
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Re: Game Music

Postby Cerebrus » Tue Oct 04, 2016 4:33 pm

But...but...I like the cricket. His name is Dobbie and he's my friend.


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