Author Topic: Music in Multi - Ideas on making it work  (Read 1632 times)

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Offline JGZinv

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Music in Multi - Ideas on making it work
Ok let's say hypothetically that music in game types besides co-op...
doesn't work decently. Since I see vary little of it in deathmatches and
squad based games (FS2 or otherwise)... it pretty much doesn't.

If you do put music to a deathmatch or similar gametype, you have the following problems:

1. Since the map is used so much, you'd hear the same thing every time you play the
map and that gets old fast... aka annoying.

2. This could be combated by making a random playlist each time the map loads from a playlist
of sorts... however in this you have another problem - volume between tracks may differ and you
may also cause frustration with people trying to chat via voice.

3. Both of these, under the assumption of a deathmatch rather than CTF or co op type play... means you're
going to have music that has to fit a certain type... in the instance of DM, probably something like metal...rock...techno
or similar music would be used. Again though... you end up annoying the player by playing one type or similar
music which eventually tires out the ears and will be muted.

4. You also lose any real feel for the level being that you don't have any event triggers setting off certain sections
of music as you would in a campaign.

After much thought... the only thing that seems like it worked well against these problems was the music system
utilized in the SSX series of games - which basically raised the music level when you completed an important action.
Music would run quietly in the background until you needed it and it included a random playlist of tracks at start of the map.

So, the question I put forward here... is for the coders how hard would it be to implement* such a system like SSX's in FS2 Open
and for everyone else... any other ideas on how to better handle this double edged sword?

*Note I'm not actually asking anyone to code anything, just asking an opinion.
I'm trying to find out how pinball machines are programmed to react in a similar manner to the SSX music system.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Shade

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Re: Music in Multi - Ideas on making it work
Just set the in-game music volume to zero and turn on your stereo. You'll get whatever music you prefer while still hearing all the sounds of combat.
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Offline JGZinv

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Re: Music in Multi - Ideas on making it work
Sort of defeats the point of trying to add music to multiplayer...

But I do understand that's what most people do now...
I just see it as a problem with the design of games, one that should be fixable
thereby improving and doing something unique.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Shade

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Re: Music in Multi - Ideas on making it work
Very well, then. I do find myself wondering what multiplayer missions you've been playing though, since, believe it or not, music in multiplayer works just fine.

Which is to say, there *are* multiple tracks played at different times when you're in a dogfight, new enemies are arriving, you complete an objective, and more. In addition to that, the generic action music is selected from 3 different tracks so you're unlikely to keep hearing the same one constantly throughout the mission. Further, mission designers have the option to change the current soundtrack or even play music and sounds directly from a file (although this does have some problems with multi - but that's a bug and will be fixed eventually).

The only way music in multi is "broken" is if either the mission designer forgot to add the music, or the mod being played has screwed up in such a way that the music system can't work properly due to table and/or media problems.
« Last Edit: September 27, 2008, 10:46:24 pm by Shade »
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline FUBAR-BDHR

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Re: Music in Multi - Ideas on making it work
Play sound from file doesn't work either on the client side unless that's been fixed.  It's possible that none of the SCP sound sexp's work client side.  I know Kara's aware of it and working on implementing a new multiplayer system for sexps because of things like this. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline JGZinv

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Re: Music in Multi - Ideas on making it work
Shade - please again note I'm talking conceptually here.
What you indicated in your center paragrath there appears to indicate you are talking about co-op or an objective
based match... which in the realm of mechanics in not really different from a SP campaign in terms of music organization.

Which is to say, there *are* multiple tracks played at different times when you're in a dogfight, new enemies are arriving, you complete an objective, and more. In addition to that, the generic action music is selected from 3 different tracks so you're unlikely to keep hearing the same one constantly throughout the mission.

I indicated deathmatch and standalone type gameplay, not objective or co-op which can have a "script" of sorts if you
want to call it that - to time what music you want to play for the players at a certain time. Deathmatch is a bit different animal
because you are mainly dealing with SFX and people instead of events and drones. Cap ship entry I could understand... but that should
fall more into an arrival SFX, signaling a incoming vessel.

I guess what I'm trying to get at is a system by which the player is more involved with the music, but also will not annoy with
30-40 games taking place on the same map.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline FUBAR-BDHR

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Re: Music in Multi - Ideas on making it work
Well with play music from file you could do a random-of thing in FRED to switch music every so often.  A Deathmatch or TvT will almost always need the upbeat stuff unless your really wasted. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline JGZinv

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Re: Music in Multi - Ideas on making it work
Please see OP....

Quote
2. This could be combated by making a random playlist each time the map loads from a library
of sorts
... however in this you have another problem - volume between tracks may differ and you
may also cause frustration with people trying to chat via voice.

3. Both of these, under the assumption of a deathmatch rather than CTF or co op type play... means you're
going to have music that has to fit a certain type... in the instance of DM, probably something like metal...rock...techno
or similar music would be used. Again though... you end up annoying the player by playing one type or similar
music which eventually tires out the ears and will be muted.


4. You also lose any real feel for the level being that you don't have any event triggers setting off certain sections
of music as you would in a campaign.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline FUBAR-BDHR

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Re: Music in Multi - Ideas on making it work
If the music is bothering them then all they have to do is hit F2 and turn it down. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline JGZinv

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Re: Music in Multi - Ideas on making it work
Granted, you can't please everyone.

The answer to item 2 there is to use a volume leveling program and set your
tracks so they all don't go above a certain level.

However this doesn't account for items 3 and 4.
If people are turning off your music, either you just can't please them or it
signifies a failure somewhere.

As you might have guessed, I like to push boundaries and come up with new things.
It's fine and all if we can solve all four problems using the current system, but I'm trying
to conceptualize something that will work "better" than what nearly every other game has stuck with.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline FUBAR-BDHR

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Re: Music in Multi - Ideas on making it work
They don't have to turn it off just down so it doesn't interfere with chat.  I personally don't use chat just for the reason I like to blast my stereo while playing online. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Getter Robo G

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Re: Music in Multi - Ideas on making it work
Not to hijack, but in SP do I have to utilize the music table?

Or for a TC mod simply pick the music files I want and rename the tracks to the music names already in the table?
Or better can I simply make FRED choose the music to override the table and not have to do anything else?

Just wanted to ask before I started screwing with new stuff... I never messed with music before.
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