Out of curiosity, i was wondering how everyone felt about using S3M, XM, MOD, or IT music formats as background in the game?
I know that allot of the music creators like to use these music files to make Trance like music, but I'm kinda certain you could make orchestral music too.
Example IT music file: (i made this just now.. just the 1st few seconds of Supermans theme song)
https://drive.google.com/file/d/0B-G-3jTfhPIaemFTWVYyR1pqSTA/edit?usp=sharing
Ohhh, i compressed the music IT file, to save space (was 2 MB). If you want to play it, grab XMPlay at:
http://support.xmplay.com/
Yes... i know. I'm no music virtuoso. :/
Wouldn't using trackers make it easier to make music react to what's going on? I love it when games do that. You know, player on critical health, enemies appear, triumphant music when you have a boss on the ropes.
As for music quality, well, I'm not entirely sure what trackers can do, but if it means interactive music, then a bit of a quality hit is okay with me.
The only image I get reading this is......
http://www.youtube.com/watch?v=lN9GAApDpsw
If this is what is proposed....yes please.
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Well, music modules S3M, XM, IT, MOD... have small WAV files stored inside them as well as instructions on how and when to play those few WAV samples.
This "can deliver very high quality with an extremely low footprint." (quote: [url=http://docs.unity3d.com/Documentation/Manual/AudioFiles.html]Unity3D page[/url])
Unreal 3 doesnt seem to support UMX any longer, so I'm assuming CoT will have lots and lots of OGG music files... and i dont want to think about how much disk space that might take up. :/
There is a learning curve to creating Tracker Music modules though, but I guess the same goes for using those high end mixers for production music. :/
SDL2_Mixer seems to support the major cross platforms and has the libMikMod library that can play most music modules. I think this library also supports playing MIDI music that uses Timidity GUS Patches. (i think thats like those SoundFont things. see [url=http://www.gravisultrasound.com/demos.htm]GRAVIS Page to listen to the MIDI quality[/url]) ;)
But I'm hoping that some music module library will start supporting MO3 modules (besides BASS), which use OGG or MP3 compresses samples, making the MO3 music module very tiny. "MO3 is a highly compressed module format with lossy sample compression. MO3 encapsulates the features of several module formats (IT, XM, S3M, MTM, MOD), but with one big difference: MP3 and OGG compressed samples." (quote: [url=http://wiki.openmpt.org/Manual:_Module_formats#Compressed_modules]OpenMTM page[/url])
As the music composition gets longer and longer, the OGG/MP3 grows appropriately. But the longer a compositoin gets in a Music Module, the size doesnt grow as much. The WAV samples are the bulk of the file... and the rest is just bits of instructions on how and when it should play those samples.