by Ice Cream Jonsey » Wed Jan 29, 2003 8:21 pm
Just on my way out of work... I'll hit up the sound part first:
Third: Music and sound effects. Difficult? Trivial? Worth it at all to implement or generally ignored/derided by players? For the record, I haven't played A Crimson Spring yet, so the only reference I have are the tortured seconds of DOS-era digital sound in Spellcasting 101/201.
Implementing it in Hugo wasn't tough or problematic for me when I did it in ACS. However, I did it in a very primitive manner -- I had one number I used for sound volume for the different songs, and then left it up to the player adjust to their speakers, when I should have given them an option to type in what volume they wanted it at in the game. Additionally, there's no looping (you just get silence once a song plays, so if you're working on a scene and take more than 4 minutes or whatnot, then you get silence until you hit the next song trigger).
In terms of it being worth it, I am juggling with the idea of putting songs into the thing I'm currently working on. If I do go ahead and do it, I need to basically create some kind of jukebox or master control system, and arrange things so that
1) If I want an event or room to trigger a song, rather than just play it I make a function call to the jukebox routine
2) From there, when the song is over, the jukebox routine knows enough to randomly select a song from the "neutral" list, where the neutral list is defined as a song that is very low key and more background music than anything else
3) I allow users to turn the sound off completely, as well as adjust the volume in game
I haven't done it yet, as I don't know if I am going to have music in the game. I did decide that if I do have it, it'll be music without words. Ben mentioned that lyrics tend to get in the way when one is trying to read text, and I do agree with that. The other thing that I am going to avoid is the use of MIDI tracks -- I've had an opportunity since I released ACS to hear the game on a number of sound cards, and the MIDI songs in the game sound nothing alike on any two of them. It's kind of senseless for me to mandate that a current game-in-progress requires an 800x600 resolution and that graphics can't be turned off, but then allow MIDI songs to sound like crap or like uncrap based on the user's hardware. So, I'm just going to deal with MP3s from here on out.
I don't have any extra music laying about either, so what I was going to do was try to get in good with a demo or MOD community or whatnot. (I'm not sure if MODs depend heavily on hardware either, but I was going to turn whatever MODs I got permission to use into MP3s anyway, via CoolEdit.) I would think that there would be some overlapping desires -- there'd be a game designer who wants music for his game and can guarantee that the game gets exposure and downloads, and I'd imagine that there are MOD makers out there who want their songs heard. But I haven't gone out and sent a probe anywhere just yet. I may try leaving a message at the Something Awful or Portal of Evil forums that goes along the lines of, "Hey, I'm writing this game, and I need (voiceless) music for it. If you'd like your songs to be in a freeware game, please link them or send me an e-mail." After someone posts goatse (in the first case) or graphically describes how they are going to skull-fuck me (in the latter) there might be some responses. I'd have to think that we are not the first person with such a dilemma, so I may go take a look at the Usenet archives and see what happens when somebody asks such a thing. It wouldn't surprise me too much that, even though it takes a lot of hard work to write a game from scratch, there be a faction of indie music makers who shread anyone making such a request. But I could be wrong (if someone came into raif and said, "Hey, I'm making a free CD filled to the brim with games -- do you guys want your games on it? If so, mail me!" they wouldn't exactly get an enthusiastic response... so I can see a number of reactions).
If I do end up going with music, I'd definitely make available to everyone what Hugo code I right to manage it. I'm hesitant to commit to it, though, as if I don't include sound I wouldn't be able to get to it until at the earliest April.
(OK, I'm driving home, but will hit the graphics part of the thread tonight.)
Just on my way out of work... I'll hit up the sound part first:
[quote][b]Third:[/b] Music and sound effects. Difficult? Trivial? Worth it at all to implement or generally ignored/derided by players? For the record, I haven't played [i]A Crimson Spring[/i] yet, so the only reference I have are the tortured seconds of DOS-era digital sound in [i]Spellcasting 101/201[/i].
[/quote]
Implementing it in Hugo wasn't tough or problematic for me when I did it in ACS. However, I did it in a very primitive manner -- I had one number I used for sound volume for the different songs, and then left it up to the player adjust to their speakers, when I should have given them an option to type in what volume they wanted it at in the game. Additionally, there's no looping (you just get silence once a song plays, so if you're working on a scene and take more than 4 minutes or whatnot, then you get silence until you hit the next song trigger).
In terms of it being worth it, I am juggling with the idea of putting songs into the thing I'm currently working on. If I do go ahead and do it, I need to basically create some kind of jukebox or master control system, and arrange things so that
1) If I want an event or room to trigger a song, rather than just play it I make a function call to the jukebox routine
2) From there, when the song is over, the jukebox routine knows enough to randomly select a song from the "neutral" list, where the neutral list is defined as a song that is very low key and more background music than anything else
3) I allow users to turn the sound off completely, as well as adjust the volume in game
I haven't done it yet, as I don't know if I am going to have music in the game. I did decide that if I do have it, it'll be music without words. Ben mentioned that lyrics tend to get in the way when one is trying to read text, and I do agree with that. The other thing that I am going to avoid is the use of MIDI tracks -- I've had an opportunity since I released ACS to hear the game on a number of sound cards, and the MIDI songs in the game sound nothing alike on any two of them. It's kind of senseless for me to mandate that a current game-in-progress requires an 800x600 resolution and that graphics can't be turned off, but then allow MIDI songs to sound like crap or like uncrap based on the user's hardware. So, I'm just going to deal with MP3s from here on out.
I don't have any extra music laying about either, so what I was going to do was try to get in good with a demo or MOD community or whatnot. (I'm not sure if MODs depend heavily on hardware either, but I was going to turn whatever MODs I got permission to use into MP3s anyway, via CoolEdit.) I would think that there would be some overlapping desires -- there'd be a game designer who wants music for his game and can guarantee that the game gets exposure and downloads, and I'd imagine that there are MOD makers out there who want their songs heard. But I haven't gone out and sent a probe anywhere just yet. I may try leaving a message at the Something Awful or Portal of Evil forums that goes along the lines of, "Hey, I'm writing this game, and I need (voiceless) music for it. If you'd like your songs to be in a freeware game, please link them or send me an e-mail." After someone posts goatse (in the first case) or graphically describes how they are going to skull-fuck me (in the latter) there might be some responses. I'd have to think that we are not the first person with such a dilemma, so I may go take a look at the Usenet archives and see what happens when somebody asks such a thing. It wouldn't surprise me too much that, even though it takes a lot of hard work to write a game from scratch, there be a faction of indie music makers who shread anyone making such a request. But I could be wrong (if someone came into raif and said, "Hey, I'm making a free CD filled to the brim with games -- do you guys want your games on it? If so, mail me!" they wouldn't exactly get an enthusiastic response... so I can see a number of reactions).
If I do end up going with music, I'd definitely make available to everyone what Hugo code I right to manage it. I'm hesitant to commit to it, though, as if I don't include sound I wouldn't be able to get to it until at the earliest April.
(OK, I'm driving home, but will hit the graphics part of the thread tonight.)