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Posted: 03 Oct 2007, 00:47
by Tired
Should wait to hear the music before planning its use, although the functionality would be nice either way. ~~
In the meantime, AF's Music AI and Ray's loading widget (featured in TA, of course) ftw~
Posted: 06 Oct 2007, 03:18
by michaelshumway
BlackLiger wrote:Could we hear some samples of your work first though? :)
You can hear samples of my work at
http://www.ms-studios.com/michaelshumway/audio/
I haven't yet written anything for this project in particular, but i think it'd be fun.
I guess I'll keep trying to catch one of the devs.
Posted: 06 Oct 2007, 06:54
by SwiftSpear
That's kind of the problem... being that spring is open sourced, lots of people contribute lots of different things. It's not like there are 1 or 2 people who decide which features spring needs next and assign everyone to start working on certain things. Contributors start/work on whatever project they feel they want to, and the lead devs basically just keep things as organized as they can while ensuring it's all as bug free as possible and develop their own pet projects... What we really need is a contributor who's interested in seeing a patch through, once that's done polish will follow.
Effectively. What spring needs is:
- A audio player embedded
- The ability to start and stop audio tracks
- Volume control (most people would like the option of turning ingame music off)
After that a lua patch can be written to do the rest.
Posted: 06 Oct 2007, 10:19
by BigHead
SwiftSpear: This unorganized way of development has one positive. It supports competition (like the one we saw at AI development). In organized team there are never two+ people working on one issue. Dynamic music is fairly attractive issue and I hope it will start a healthy competition among our coders/scripters.
michaelshumway: I see that you're not that far but as I mentioned the music engine in spring will be dynamic. This means that more than some generic music we need two (or more) types of music. Aggressive one for battles and calm one for building phase, etc... I know it's early to talk about this but I just wanted to let you that this is the way music will be implemented in Spring.
Posted: 06 Oct 2007, 22:11
by michaelshumway
BigHead wrote:michaelshumway: I see that you're not that far but as I mentioned the music engine in spring will be dynamic. This means that more than some generic music we need two (or more) types of music. Aggressive one for battles and calm one for building phase, etc... I know it's early to talk about this but I just wanted to let you that this is the way music will be implemented in Spring.
Yeah, that's definitely what I'd like to do. Build some different music tracks depending on what's going on in the game. Whether it's a battle, or building, victory, loss, etc... and then possibly have several tracks for each of those situations that the computer could randomly choose from depending on the circumstance. It could be very cool. So, we just need some people to take on the project of implementing dynamic music into spring. Could be fun...
Posted: 06 Oct 2007, 22:19
by michaelshumway
I just looked around the forum, and it looks like there's been talk of building something so that spring has dynamic music... I hope that all turns out. I'd love to be a part of it. I think that we could really put something cool together if someone can iron out the music problem in spring.
Posted: 10 Oct 2007, 16:56
by Tired
Didn't you see the post about AF's Music AI? Spring already has dynamic music through it. Be nice if there was a significant minimum time between track changes (its absence really sucks), but you can plug in your own tracks in the music.tdf. With the base AI, need to manually load the AI each game, but Ray made a widget that autolads it by default.
http://www.unknown-files.net/3407/AFs_D ... GroupAIv3/
Posted: 11 Oct 2007, 01:07
by LOrDo
AF's AI needs some work to be good, stuff already mentioned in this thread, but it plays music, and is better then nothing.
Posted: 11 Oct 2007, 07:21
by SwiftSpear
Tired wrote:Didn't you see the post about AF's Music AI? Spring already has dynamic music through it. Be nice if there was a significant minimum time between track changes (its absence really sucks), but you can plug in your own tracks in the music.tdf. With the base AI, need to manually load the AI each game, but Ray made a widget that autolads it by default.
http://www.unknown-files.net/3407/AFs_D ... GroupAIv3/
We already discussed it... It works, but it relys on the conversion from MP3 to Wav, which, to put it lightly, rapes sound quality and greatly increases player ram usage. Spring needs an MP3 player that plays sound natively to do most of the things we want to do properly.
Posted: 11 Oct 2007, 11:09
by BigHead
You're mistaken SwiftSpear, AFs musicAI plays music in full quality. The main problem is that groupAIs don't have necessary call-ins to make it properly detect the situation on the field. Lua (the widget you mention - my widget) has the call-ins but lacks call-outs to play the music at a reasonable quality.
As Tired wrote Spring already has decent music playing capabilities using the mentioned groupAI.
Posted: 11 Oct 2007, 11:14
by RavingManiac
http://folk.ntnu.no/makarov/temporary_u ... 2000-1.mp3
This is the Anthem of the Soviet Union. Might be used to represent the Core (or maybe it is more suitable for the Arm...).
Posted: 11 Oct 2007, 13:49
by REVENGE
Posted: 11 Oct 2007, 18:25
by michaelshumway
that's hilarious. it's actually a sweet little tune... love it's usage on Hunt for Red October.
Posted: 11 Oct 2007, 18:38
by Satirik
[18:33:07] * CommitBot ====> kloot committed revision 4540 <====
[18:33:07] * CommitBot Added:
[18:33:07] <CommitBot> trunk/rts/System/Platform/Win/OggStream.cpp
[18:33:07] <CommitBot> trunk/rts/System/Platform/Win/OggStream.h
[18:33:07] * CommitBot Modified:
[18:33:07] <CommitBot> trunk/rts/System/Platform/Linux/OggStream.cpp
[18:33:08] <CommitBot> trunk/rts/System/Platform/Linux/OggStream.h
[18:33:08] <CommitBot> trunk/rts/System/Platform/Linux/OpenALSound.cpp
[18:33:08] <CommitBot> trunk/rts/System/Platform/Linux/OpenALSound.h
[18:33:08] <CommitBot> trunk/rts/System/Platform/Win/DxSound.cpp
[18:33:08] <CommitBot> trunk/rts/System/Platform/Win/DxSound.h
[18:33:08] * CommitBot Log:
[18:33:08] <CommitBot> add a basic DSound Ogg-stream decoder
Posted: 11 Oct 2007, 20:20
by Peet
I've got the english version of that if anyone wants it.
Posted: 11 Oct 2007, 21:19
by Satirik
Peet wrote:
I've got the english version of that if anyone wants it.
mine is better !! the real one !! that anthem is awesome anyway
http://0.t.free.fr/Red_Army_Choir_Full_ ... _UdSSR.mp3
Posted: 12 Oct 2007, 01:12
by M@n1@c
michaelshumway wrote:BlackLiger wrote:Could we hear some samples of your work first though? :)
You can hear samples of my work at
http://www.ms-studios.com/michaelshumway/audio/
I haven't yet written anything for this project in particular, but i think it'd be fun.
I guess I'll keep trying to catch one of the devs.
dude i just keep hearing a mix of other famous ppl there works
Posted: 14 Nov 2007, 20:08
by michaelshumway
M@n1@c wrote:michaelshumway wrote:BlackLiger wrote:Could we hear some samples of your work first though? :)
You can hear samples of my work at
http://www.ms-studios.com/michaelshumway/audio/
I haven't yet written anything for this project in particular, but i think it'd be fun.
I guess I'll keep trying to catch one of the devs.
dude i just keep hearing a mix of other famous ppl there works
Well, it's all original stuff. I obviously have my influences, and these days, totally original music is very very rare. It's hard to write something that hasn't been written in the last thousand years.

So, anything someone writes is bound to sound like someone else somewhere in history. But, all of my stuff is my own.
Posted: 14 Nov 2007, 22:06
by SinbadEV
Okay, I'm not sure if anyone has mentioned this in a way that wasn't "witty" to the extent that anyone can understand it.
Basically it seems like ogg playback (FOS Music Codec) has been implemented and will (barring problems) be in a future versions of the software, at which point it will be very straightforward to implement from the framework of LUA or AFs AI... or even from the engine. For the time being Dynamic music is available via AF's AI but it's not an elegant solution so few users will likely use it.
It has been stated before (and with SJ at least it was true). The devs don't tend to produce support for features that aren't needed... aka they won't add a special tag for stockpiling missiles until a mod that is in current production builds a unit that would benefit from it and makes the request... general public requests are usually taken as "feature wishlists"...
Any case, what I guess I'm trying to say is making a few tracks might be a good way to grab someones attention.
Posted: 14 Nov 2007, 22:19
by SwiftSpear
Ok... I don't understand why Lua can't call spring's imbedded MP3/Ogg players and give them file information on what music files need to be played?
Spring has all the embedded file play information, AFAIK in a lua accessible form...