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 Post subject: Music templates?
PostPosted: Sun Jun 11, 2006 4:17 am 
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Krill Swarm
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Joined: Sun Jun 11, 2006 3:23 am
Posts: 10
Location: Drammen, Norway
Hey..

[idea tag] there should be made a document draft on musical template techincal wise.. its smart to begin as early as possible with such.. it will help the musicans out.. when creating.. since its a draft.. it will be under change..

example:
the template should be describing diffrent category of tracks, and sub categories of tracks the diffrent kind of music should also be defined with intensity, similarity with (or.. not with), lenght, looping, variations, vision for the track



Music and Fx should be separated
where a main document describes the general of the audio (filenaming, encoding, quality, averange db/mastring level, etc)

then the sub documents describes more to the bone.
henc Music document and FX document.

since the webpage is build upon wiki it should be use.. which gives more people the chance to contribute... its not a very funny process.. but it can start to clear things out for people who wants to help.

One thing the document should NOT contain in early stages is too much info.

Bad or good idea?

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 Post subject:
PostPosted: Sun Jun 11, 2006 11:09 pm 
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Audio Lead Emeritus
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Joined: Fri Jul 25, 2003 1:52 pm
Posts: 188
Location: Cincinnati OH, USA
Later on we will probably have some specifications and requirements, yes. For the moment things are mostly a melting-pot free-for-all. The reason is that the game is not far enough along to know what we're going to need audio-wise. Specifically addressing your points:

Categories of tracks we want are already defined, broadly, and you can get a fair idea from playing MOO2 and MOO3 (or any other TBS). Things like background, combat, maybe race-specifics, and all manner of SFX.

Intensity is up to the authors.

Similarity is up to the authors, within reason (reusing themes is good for example).

Length is up to the authors, though I would encourage making things as long as we can within what the materal will support to minimize repetition.

Loopability is to be encouraged, and may eventually be required, but it's also not hard to make things that have "endings" but can still start over from the beginning right afterward and sound good doing it (most of my stuff is this way imo).

Variations are, broadly, still under discussion, in terms of how race-specific tracks, and different triggers for different combat (and possibly background) tracks, are handled.

Vision is also not very well nailed-down yet; the approach so far has been to make whatever you feel like making that you think might help or apply to a game like this, and if it's liked enough by enough people (especially me ;) it'll get used.

We'll probably have calls out to make specific things for specific purposes later, but that's in the future. (How far in the future is best inferred from the rate of progress the project is making overall.)


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 Post subject:
PostPosted: Mon Jun 12, 2006 9:45 am 
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Krill Swarm
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Joined: Sun Jun 11, 2006 3:23 am
Posts: 10
Location: Drammen, Norway
sounds good.. a bit conseptual... so.. its time to make conceptual music!..

but if you need help on the documentation/defining part.. please ask :). it simplify a bit when things gets nailed down. :)

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