Jump to content


Photo

SND - C MUSIC - Ufo Defense Battlescape Remake


  • This topic is locked This topic is locked
44 replies to this topic

#1 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 08 January 2004 - 10:38 AM

Just a simple example of what I think how battlescape music should sound. I didn't have very much time and because of that it has been made in about 1 hour. I tried to make it as freaky and open as possible to be supplementary for the whole battle scene. Try to picture it with those brand new graphics on the battlescene in the middle of the night.

It is based on the X-Com Ufo Defense BattleScape Song. I only used Absynth 2 and Cubase in case u want to know. But still, there's still very much to work on.

And please, listen to this with good speakers (and a good subwoofer). Very Important!! :wink: I made this with studio monitors and if u listen to it thru bad computer speakers, u won't notice the details :Blush:

EDIT:

MP3: ATeX - BattleScape v0.1

OGG: ATeX - BattleScape v0.1

Edited by ATeX, 12 January 2004 - 03:44 AM.


#2 Puasonen

Puasonen

    Creative Text Department

  • Xenocide Inactive
  • 2,911 posts

Posted 08 January 2004 - 10:50 AM

OMG you are a genius!! VERY nice! This is just excellent! And it brings great memorys of first feelings from ufo defense! :master: :master: :master: :master: :master: :master:
There's no need for a sig..

#3 Whitewashed

Whitewashed

    Captain

  • Forum Members
  • PipPipPipPip
  • 369 posts

Posted 08 January 2004 - 11:54 AM

Very nice, I like the effects! It reminds me more of the music in X-com Apocalypse actually.

#4 demich

demich

    Captain

  • Forum Members
  • PipPipPipPip
  • 231 posts

Posted 08 January 2004 - 03:50 PM

Great stuff!

#5 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 08 January 2004 - 04:12 PM

Hey a little of topic comment in here, however pretty important. Are you Sound Department guys uploading the sources of the music you make to the server??? That is really important, the same for specific samples you make and that.

Edit: BTW I am listening to it and it is very good. Loved the detail.

Greetings
Red Knight

Edited by red knight, 08 January 2004 - 04:18 PM.

Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#6 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 09 January 2004 - 04:09 PM

I'll upload everything from now on ;) (Just made links because of the size limit)

#7 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 09 January 2004 - 04:46 PM

OK, we need to seek no further, the winner is now known :)
Aaaahh, the joys of playing the old dos-version in the dark, with your fragile soldiers hunting some aliens in the jungle at night... :wub:
It's all coming back to me now :)

Now y'all know: Belgium = quality (well, at least occasionally :D )
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#8 Whitewashed

Whitewashed

    Captain

  • Forum Members
  • PipPipPipPip
  • 369 posts

Posted 09 January 2004 - 05:04 PM

Yeah, ATeX really has just what Xenocide needs :)

#9 Raven Squad

Raven Squad

    Sound Department

  • Xenocide Sound Department
  • 326 posts

Posted 09 January 2004 - 10:44 PM

This sounds very good :) .
Yep, thats me who is posting here...

#10 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 11 January 2004 - 04:18 PM

can anyone help me how I can link the oploaded OGG file to this forum (ftp.xenocide.com)?

#11 Micah

Micah

    Colonel

  • [[Administrators]]
  • PipPipPipPipPip
  • 2,290 posts

Posted 11 January 2004 - 04:50 PM

Yeah, you should have read the readme.txt in the root of you ftp. I changed the link for you.

#12 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 12 January 2004 - 03:43 AM

hehe :) I read it, but very quickly.

Thx for changing it already :D

#13 Puasonen

Puasonen

    Creative Text Department

  • Xenocide Inactive
  • 2,911 posts

Posted 12 January 2004 - 06:48 AM

How big was that song file? I don't remember. Anyways I think it should be halved and made so that it loops well?
There's no need for a sig..

#14 Micah

Micah

    Colonel

  • [[Administrators]]
  • PipPipPipPipPip
  • 2,290 posts

Posted 12 January 2004 - 08:21 AM

I think it loops well enough...

#15 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 12 January 2004 - 04:58 PM

Yep, I'm very sorry but that song is a perfect loop -_- . It has been exported in Cubase which exports it's selection exactly to the millisecond :wink:

Maybe ur mp3 player is the guilty factor. Try something else. My wavefile loops like nothing else. :rolleyes:

#16 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 12 January 2004 - 05:02 PM

Something very important now: the player may not get used to the sound. Therefor it is very important that a song is long enough and that it is very difficult to memorize.

I made a second version now. It's about the double of the previous one and counts about 8.08 minutes. I put some more effects in the second half. The first half is almost the same as the first version. Try it on a battlescape environment to see how it works ;)


OGG: ATeX - BattleScape v0.2

#17 Puasonen

Puasonen

    Creative Text Department

  • Xenocide Inactive
  • 2,911 posts

Posted 13 January 2004 - 04:17 AM

It's my player then, damn! :cussing:

Well anyways does anyone have an idea how to get that song working on previous ufos? That would be nice since I have no music on apoc now.
There's no need for a sig..

#18 Raven Squad

Raven Squad

    Sound Department

  • Xenocide Sound Department
  • 326 posts

Posted 13 January 2004 - 11:45 PM

Second version sounds very good too, but i have few suggestions. U could add panning to the bass line and little less sound effects, they kind of lose their "scaryness" when they are played so frequently.

Just remember that remixes/remakes cannot be used in game due copyright issues. So make little chances to the basic tune, then i dont have any objections of using it ingame.

Nyyperoid. Just play it in winamp at the back round :) . I know its lame, but i dont think that there is any other way.

Edited by Raven Squad, 13 January 2004 - 11:47 PM.

Yep, thats me who is posting here...

#19 Micah

Micah

    Colonel

  • [[Administrators]]
  • PipPipPipPipPip
  • 2,290 posts

Posted 14 January 2004 - 02:07 AM

That's what I've been doing, running the song looped in winamp and playing UFO at the same time. It's working great! I seek out the night jungle missions just to get the full effect again! :)

#20 Puasonen

Puasonen

    Creative Text Department

  • Xenocide Inactive
  • 2,911 posts

Posted 14 January 2004 - 12:55 PM

Hmm.. Would it be hard to program (with visual basic for example) a "play" button which is always on top of every program. When you would push it, that song would start playing in loop and the button would change to "stop" button which would stop it when you push it. I bet this would be very easy! I'm solving this! (maybe not) Would someone be up to it? That would be simple solution to this..
There's no need for a sig..

#21 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 15 January 2004 - 05:54 AM

Remixes can't be used, that's true. But keep in mind that a repetitive bassline can't be copyrighted. Especially one like this. So normally there won't be a problem with this one :)

I'll put some more time between the effects, great comment btw
The scaryness gets bigger when u hear something when u're not ready for it. Good point :D

A bassline however, may never be panned. I learned that from the very beginning I was mixing music. Read whatever that has got something to do with good mixing and they'll say that u may never put a direction to low frequenties. Maybe something else? :wink:

#22 syncope

syncope

    Sergeant

  • Forum Members
  • PipPipPip
  • 15 posts

Posted 15 January 2004 - 10:20 AM

atex:

great one! fat bassline :) good fx, well mixed...

thats exactly the sound battlescape needs :)

wow im motivated, gonna do some more tracks now


greetings

max

#23 Serge

Serge

    Project Leader: UFO 2000

  • Xenocide Programming Department
  • 785 posts

Posted 15 January 2004 - 11:23 AM

This new battlescape track is very good. Great work!
Can I ask your permission to use this battlescape music in UFO2000?
ufo2000 development team
http://ufo2000.sourceforge.net

#24 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 15 January 2004 - 01:26 PM

To me it's no problem, if u add the author and a link to projectxenocide :D

Maybe u should also ask Raven Squad. He's the head of this department. :wink:

#25 Whitewashed

Whitewashed

    Captain

  • Forum Members
  • PipPipPipPip
  • 369 posts

Posted 15 January 2004 - 01:31 PM

Maybe at least wait for the final version? :wink:

#26 Raven Squad

Raven Squad

    Sound Department

  • Xenocide Sound Department
  • 326 posts

Posted 15 January 2004 - 08:59 PM

I have no objections for it.
Yep, thats me who is posting here...

#27 Serge

Serge

    Project Leader: UFO 2000

  • Xenocide Programming Department
  • 785 posts

Posted 16 January 2004 - 10:11 AM

Fine, thanks. Of course I will add the author of the track and a link to projectxenocide to the credits section of the game manual :)

I'm sorry, don't want to add extra work for you, but is it possible to have a version of this track with reduced quality but also much smaller size with little or no effort?

The point is that its current size is larger than UFO2000 distributive plus data files from both original x-com and tftd demos :)
So I have an idea of including a smaller version in the main distributive, but it will be possible to optionally download a full version of battlescape track.

I have little knowledge about making music and formats for storing music, so maybe my question is silly, but can there be a MIDI version of this track, seems like MIDI files are much smaller?
ufo2000 development team
http://ufo2000.sourceforge.net

#28 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 16 January 2004 - 10:21 AM

HMmm, yes, u can never get that quality with a medium general midi soundfont bank and a MIDI file. That's true. I'll make it less long and compress it more. How long do u want it to be?

#29 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 16 January 2004 - 06:45 PM

Serge on the other side, using Midi will be far difficultier to integrate in code (unless you already have that ready) cause Ogg after the decompression step is raw audio... using the OggVorbis library for streaming is very simple just take a look at the sound manager in the old xenoengine code... And there are lots of other very nice audio libraries like FMod that do that job for you.

Greetings
Red Knight

Edited by red knight, 16 January 2004 - 06:52 PM.

Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#30 Serge

Serge

    Project Leader: UFO 2000

  • Xenocide Programming Department
  • 785 posts

Posted 17 January 2004 - 03:33 AM

Serge on the other side, using Midi will be far difficultier to integrate in code (unless you already have that ready) cause Ogg after the decompression step is raw audio... using the OggVorbis library for streaming is very simple just take a look at the sound manager in the old xenoengine code... And there are lots of other very nice audio libraries like FMod that do that job for you.

We already have support for MIDI files, you have guessed right :) But MIDI support is not perfect in Linux (for example when your soundcard does not have hardware midi, you will not hear anything), and MIDI format has some limitations as ATeX explained. Ogg vorbis is great for sound effects, but maybe it is a bit redundant for music.

Thanks for the information about FMod, it looks very cool at least from its description. It supports many formats and I will give it a try.

HMmm, yes, u can never get that quality with a medium general midi soundfont bank and a MIDI file. That's true. I'll make it less long and compress it more. How long do u want it to be?

If I get it right, sound track consists from some repetitive samples. Maybe there is some other format for storing music that is very compact, has a good quality and no restrictions such as MIDI? I have heared something about MOD, STM and other formats for storing music, how good or bad they are?

Well, I want a sound track that would sound good enough when played repetitively, with prefered size something about 500KB - 1MB. It can be done either by reducing the length of the track or by using lower bitrate or both. That will be a basic low quality sound track with the possibility to add a better music to the game by downloading optional sound pack (with no restrictions on size or bitrate).

Format is not that important, I think MP3 or OGG would be fine. But I still have a hope for some miracle and a more compact format for storing music :)
ufo2000 development team
http://ufo2000.sourceforge.net

#31 Raven Squad

Raven Squad

    Sound Department

  • Xenocide Sound Department
  • 326 posts

Posted 17 January 2004 - 04:16 AM

I would recomend using midis for the small soundtrack. IMO size 500-1000kb is enough for one mp3/ogg :) . Not whole soundtrack. Forget mods and all tracker modules if u dont know any skilled trackers.
Yep, thats me who is posting here...

#32 Serge

Serge

    Project Leader: UFO 2000

  • Xenocide Programming Department
  • 785 posts

Posted 17 January 2004 - 04:38 AM

I would recomend using midis for the small soundtrack. IMO size 500-1000kb is enough for one mp3/ogg :) . Not whole soundtrack. Forget mods and all tracker modules if u dont know any skilled trackers.

500-1000KB was a pessimistic estimation (given that the size of current soundtrack is about 6MB)
Surely, the smaller size would be even better, 200KB is the size that would satisfy me completely (for a low quality version of the soundtrack) :)
Or maybe it is possible to break this track into a number of smaller chunks that can be played in some order?
ufo2000 development team
http://ufo2000.sourceforge.net

#33 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 17 January 2004 - 01:02 PM

hard labour, to put all the stuff into fasttracker2 or some other tracker. That was a very very long time ago I used such a thing. 200k, that's possible, but it will sound like s#*% We'll see. I'll make something next week ;) .

#34 Serge

Serge

    Project Leader: UFO 2000

  • Xenocide Programming Department
  • 785 posts

Posted 18 January 2004 - 11:29 AM

Just checked FMOD library. It is really very easy to use and I can play just almost any audio format with only about 10 lines of code! But I don't quite like its license and the fact it is not open source. Another alternative I have found is DUMB library with OGG support plugin, it also can play lots of MOD-alike audio formats. It is somewhat more difficult to use, but I don't think it can be a problem. So I can add support for soundtrack in almost any format to ufo2000 in less than a day as soon as it is ready :)

FMOD library has one more cool feature, it can support OGG encoded samples in XM files. So it is possible to reduce the size of such soundtracks even more!

Is creating tracking music so different from what you are using for making music now (that's only a question, nothing more, OGG format is just fine for me)?
ufo2000 development team
http://ufo2000.sourceforge.net

#35 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 18 January 2004 - 02:26 PM

yes, it is a very very very big difference. I've worked with trackers a small time. But I almost instantly changed to Cubase the moment I got that program (that's about 7 years ago) So, for the moment I'm using Reason and Cubase with every kind of source of sound u can imagine

Here's a pic of what I got for the moment, all payed by working as a waiter :s

#36 Raven Squad

Raven Squad

    Sound Department

  • Xenocide Sound Department
  • 326 posts

Posted 18 January 2004 - 09:03 PM

What tracker can use ogg files?
Yep, thats me who is posting here...

#37 Puasonen

Puasonen

    Creative Text Department

  • Xenocide Inactive
  • 2,911 posts

Posted 19 January 2004 - 01:15 AM

LOL atex you must be a good looking girl who gets a lot of tips then :wink:
There's no need for a sig..

#38 Serge

Serge

    Project Leader: UFO 2000

  • Xenocide Programming Department
  • 785 posts

Posted 19 January 2004 - 03:11 AM

What tracker can use ogg files?

I don't know if any tracker can use ogg encoded files, but files created by fasttracker2 (XM-format) can be conerted to OXM format with a tool from FMOD library. They usually become much smaller and can be played by any program using FMOD library.

Here is a link to FMOD download page: http://www.fmod.org/ifmoddownload.html
Search for oggmod.zip, it is a convertor. Resulting OXM-files can be played by FMOD media player, which can be downloaded from the same page.

I don't know if any other program can use these OXM files though, so keeping original XM files will be required, and they should be converted to OXM only when packaging them in the game distributive.
ufo2000 development team
http://ufo2000.sourceforge.net

#39 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 19 January 2004 - 06:38 AM

LOL atex you must be a good looking girl who gets a lot of tips then 


a girl :wacko: yeah shure, look at my profile silly :D

to be honest, I worked 3.5 months for it :wink: full time

#40 ATeX

ATeX

    Sound Department

  • Xenocide Inactive
  • 545 posts

Posted 06 February 2004 - 01:05 PM

well, just a little adjustement on the whole thing. Same sounds, different timing, like Raven Squad said ;)

ATeX - BattleScape Test v1.0 - VBR128.ogg



and a small version for that UFO2000 project ;) 1 meg of size

ATeX - BattleScape Test v1.0 - small_version - VBR32.ogg

#41 Serge

Serge

    Project Leader: UFO 2000

  • Xenocide Programming Department
  • 785 posts

Posted 06 February 2004 - 11:26 PM

Thanks.

I have just released a new version of UFO2000 which uses your soundtrack.
Please check AUTHORS file in UFO2000 distributive, your name is added there but if you want something to change, just let me know :)
ufo2000 development team
http://ufo2000.sourceforge.net

#42 Puasonen

Puasonen

    Creative Text Department

  • Xenocide Inactive
  • 2,911 posts

Posted 07 February 2004 - 02:53 AM

I can't play ogg files :crying:
And I'm not installing that stupid winamp!
There's no need for a sig..

#43 j'ordos

j'ordos

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 5,059 posts

Posted 07 February 2004 - 04:04 AM

Some programs let you convert those ogg files to mp3, like dBpower AMP music converter

edit: typo

Edited by j'ordos, 07 February 2004 - 04:05 AM.

"You can't trust your eyes if your imagination's out of focus" - Mark Twain
"The mind is like an umbrella, it functions best when open" - Walter Gropius
Posted Image
SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG

Now presented in DoubleVision™ (where drunk)

#44 Micah

Micah

    Colonel

  • [[Administrators]]
  • PipPipPipPipPip
  • 2,290 posts

Posted 07 February 2004 - 04:16 AM

Try this:

http://www.projectxe...m/OggDS0995.exe

I'm pretty sure it's a plugin for media player.

#45 Puasonen

Puasonen

    Creative Text Department

  • Xenocide Inactive
  • 2,911 posts

Posted 07 February 2004 - 06:01 AM

Thanks micah, it worked. :happybanana:
There's no need for a sig..