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Thread: Music for stendhal




Music for stendhal
user name
2006-09-12 15:01:06
Hi.
Just to tell that "A New Homeland" loops
correctly without 
crossfading, but you can try 1622ms of crossfade time
between to avoid 
the short pause.

My 2 cents about associating music with maps: it is fine as
default to 
have a single music over a map, but having music changing as
events 
occurs (as suggested by Oslsachem) it's important, imho.
This is 
because some players stay a lot of time on the same map, i
see ,
and 
probably you will have the same music over many maps.

Paolo (aka Demiurgo)


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Music for stendhal
user name
2006-09-12 17:50:50
>Paolo Wrote
>My 2 cents about associating music with maps: it is fine
as default to
>have a single music over a map, but having music
changing as events
>occurs (as suggested by Oslsachem) it's important,
imho. This is
>because some players stay a lot of time on the same map,
i see , and
>probably you will have the same music over many maps.

Ahh yes!! offcourse, I totally forgot about the dynamic
part, however, I 
belive this is still possible to define somewhat easerly
with that 
properties file.

We just need to add a line that says something like this:

bgm.battle = battlemusic.ogg

With this we could fade to the defined battle music whenever
we see a red 
attack square close to us (just when it's close to us thou,
since we 
actually can see the entire map we are on, and if someone is
fighting a 
monster on the other side of the map, we would get battle
music, even if 
nothing hapens near us)


>Miguel wrote
>Not a bad idea, but right now sound fx is just client
side only.

>We would need to transfer this data from server, so it
is my "insistence" 
>in using either a RPObject ( create a class Music.java
in maps and define 
>an object per zone ) or in storing this info in Tiled (
we would need to 
>edit all maps to add the info as propierties).

Yes, and I think it's still possible to keep it at client
side (no need to 
generate unnecesary network traffic), just that the client
should be smart 
enought and understand when to use different sounds at
different times 
(attack sound when you get an attack message, defend sound
when you get a 
defend message, it's already used for the
miss/defend/damage icons we have). 
Unless we truely implement a limit to how far away you can
see monsters and 
other players on the map you are on, togheter with a monster
hearing limit 
(how far from the monster you have to go before you stop
hearing it), and 
the hearing have to be longer then the vision limit,
othervise the vision 
limit can be used instead (this things would be way to
complex for this game 
I belive thou, atleast before we have the skill system...
and I wonder how 
much this stuff really would give to the gameplay anyway?)

One thing that an RPObject can be used for thou is to
overide the currently 
defined music, so that we either can change the default
music on maps server 
wise (no need to release a new client to get the newly
defined music on 
maps) or to tell the player's client that he/she is
currently fighting a 
boss monster (or a town raid is going on) change the music
to boss battle 
music instead of normal battle music (we don't have any
places that I know 
of, that specifies that the monster is a boss monster, well
we don't have 
any real boss monsters yet either thou... even if a few of
them probably 
could be counted as boss monsters, creatures.xml could still
be used for 
that thou)

Placing the music info in the maps, I personally belive is a
bad idea, since 
we literally need to change every map we have, I don't
think editing this 
properties file would be any hard either (it's way easyer
then editing java 
code!) especially if we put some usefull coments at top of
the file, just 
like we have in both items.xml and creatures.xml. It's
easyer then to use a 
script aswell I belive... cause a script that writes this
info in the maps 
would have to be configured aswell. Leading to a form of
properties file 
anyway, but this time... in the form of a script...


Well, I think that covers most of the ideas... but please
keep your ideas 
running, so we can define a good "final way"
already at the start.


>Paolo Wrote
>Just to tell that "A New Homeland" loops
correctly without
>crossfading, but you can try 1622ms of crossfade time
between to avoid
>the short pause.

Hmm, come to think of it... we probably should use this file
to define the 
ms value we use when crossfading music aswell (is it really
called 
crossfading music?, I thought it was simply called a
"possition jump"... 
crossfading I thought was when you fade-out one song then
fade-in another 
one just like a DJ on a danceclub does when beatmatching two
songs...)

Maybe an own define should be used for the songs that uses
crossfading (or 
possition jump), something like this:

ANewHomeland.ogg = 1622

At the top of the file.. or might this be hard to detect? it
dosnt use the 
bgm.* value at the beginning after all...



Regards
Anders Asplund aka danter  irc.freenode.net #arianne

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sel?cmd=lnk&kid=120709&bid=263057&dat=121642
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evel
Music for stendhal
user name
2006-09-12 17:50:50
>Paolo Wrote
>My 2 cents about associating music with maps: it is fine
as default to
>have a single music over a map, but having music
changing as events
>occurs (as suggested by Oslsachem) it's important,
imho. This is
>because some players stay a lot of time on the same map,
i see , and
>probably you will have the same music over many maps.

Ahh yes!! offcourse, I totally forgot about the dynamic
part, however, I 
belive this is still possible to define somewhat easerly
with that 
properties file.

We just need to add a line that says something like this:

bgm.battle = battlemusic.ogg

With this we could fade to the defined battle music whenever
we see a red 
attack square close to us (just when it's close to us thou,
since we 
actually can see the entire map we are on, and if someone is
fighting a 
monster on the other side of the map, we would get battle
music, even if 
nothing hapens near us)


>Miguel wrote
>Not a bad idea, but right now sound fx is just client
side only.

>We would need to transfer this data from server, so it
is my "insistence" 
>in using either a RPObject ( create a class Music.java
in maps and define 
>an object per zone ) or in storing this info in Tiled (
we would need to 
>edit all maps to add the info as propierties).

Yes, and I think it's still possible to keep it at client
side (no need to 
generate unnecesary network traffic), just that the client
should be smart 
enought and understand when to use different sounds at
different times 
(attack sound when you get an attack message, defend sound
when you get a 
defend message, it's already used for the
miss/defend/damage icons we have). 
Unless we truely implement a limit to how far away you can
see monsters and 
other players on the map you are on, togheter with a monster
hearing limit 
(how far from the monster you have to go before you stop
hearing it), and 
the hearing have to be longer then the vision limit,
othervise the vision 
limit can be used instead (this things would be way to
complex for this game 
I belive thou, atleast before we have the skill system...
and I wonder how 
much this stuff really would give to the gameplay anyway?)

One thing that an RPObject can be used for thou is to
overide the currently 
defined music, so that we either can change the default
music on maps server 
wise (no need to release a new client to get the newly
defined music on 
maps) or to tell the player's client that he/she is
currently fighting a 
boss monster (or a town raid is going on) change the music
to boss battle 
music instead of normal battle music (we don't have any
places that I know 
of, that specifies that the monster is a boss monster, well
we don't have 
any real boss monsters yet either thou... even if a few of
them probably 
could be counted as boss monsters, creatures.xml could still
be used for 
that thou)

Placing the music info in the maps, I personally belive is a
bad idea, since 
we literally need to change every map we have, I don't
think editing this 
properties file would be any hard either (it's way easyer
then editing java 
code!) especially if we put some usefull coments at top of
the file, just 
like we have in both items.xml and creatures.xml. It's
easyer then to use a 
script aswell I belive... cause a script that writes this
info in the maps 
would have to be configured aswell. Leading to a form of
properties file 
anyway, but this time... in the form of a script...


Well, I think that covers most of the ideas... but please
keep your ideas 
running, so we can define a good "final way"
already at the start.


>Paolo Wrote
>Just to tell that "A New Homeland" loops
correctly without
>crossfading, but you can try 1622ms of crossfade time
between to avoid
>the short pause.

Hmm, come to think of it... we probably should use this file
to define the 
ms value we use when crossfading music aswell (is it really
called 
crossfading music?, I thought it was simply called a
"possition jump"... 
crossfading I thought was when you fade-out one song then
fade-in another 
one just like a DJ on a danceclub does when beatmatching two
songs...)

Maybe an own define should be used for the songs that uses
crossfading (or 
possition jump), something like this:

ANewHomeland.ogg = 1622

At the top of the file.. or might this be hard to detect? it
dosnt use the 
bgm.* value at the beginning after all...



Regards
Anders Asplund aka danter  irc.freenode.net #arianne

____________________________________________________________
_____
Express yourself instantly with MSN Messenger! Download
today it's FREE! 
http://messenger.msn.click-url.com/go/onm00200471
ave/direct/01/


------------------------------------------------------------
-------------
Using Tomcat but need to do more? Need to support web
services, security?
Get stuff done quickly with pre-integrated technology to
make your job easier
Download IBM WebSphere Application Server v.1.0.1 based on
Apache Geronimo
http://sel.as-us.falkag.net/
sel?cmd=lnk&kid=120709&bid=263057&dat=121642
_______________________________________________
Arianne-devel mailing list
Arianne-devellists.sourceforge.net
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evel
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