I'd say of the tags we have,
underwateris the one you hear least often,
undergroundthe one you hear the most (for most settlement rounds).
I'd like this thread to be a brainstorm thread of what situations in the game could also use some fitting music.
melee/batttle- This is one tag that is obviously missing - some dramatic music when things get tough. This could be determined by whether hostile players are near(-ish)
parkour- We already got some music that is quite fitting. I.e. Motorway, Island Dreams and Skylands.
Thinking about other common "biomes" in OpenClonk. Now this obviously deserves much less song coverage, for the uncommon ones perhaps zero to one song is enough.
skylands- though many/most music with the day/night tag is already fitting. Perhaps some songs of the existing music can additionally get this tag.
settlement- player-built structures are around. Some existing music is fitting/made for that.
lava- lava/acid or other dangerous material is near. "Magma Gold Mine" could get this tag
snow- snow and ice landscapes
tropical- sand, water (palm trees and sea creatures?) are near
I'd say more underground music would be a good start for expanding - I agree that it is the most used area and the 5 tracks in use are probably not enough. I also like the idea of the music changing with the incoming winter season. That sounds quite cool.
Another thing the ambient system was build for are sounds. I made (or edited) quite a number of ambience sounds that were mentioned on the sound request list: Cicadas, Birds, wolf howlings, sea waves, waterdrops, rain and lava bubbles are low hanging fruit, ambience sounds that only need implementation.. ;)
>Another thing the ambient system was build for are sounds. I made (or edited) quite a number of ambience sounds that were mentioned on the sound request list: Cicadas, Birds, wolf howlings, sea waves, waterdrops, rain and lava bubbles are low hanging ambience sounds that only need implementation.. ;)
Mh right, this is even a better idea than having special music for special (=rare) situations/biomes
I spent some weeks in recording/editing and searching them a year ago, seems like such a waste of time now :(
Technically I didn't write it for OC, but it can be used and should fit into the underground setting. I have one more somewhat close to getting finished, they can both go into 7.1
There are 3 tracks which I wrote during the last 1.5 years that, although originally not intended for Clonk, fit into the underground-exploration category. They are a bit darker in color than the overall pretty light hearted OC Soundtrack. I'll append them, they are finished and can be included into the next version.
2 more tracks are half-finished and will follow later this month, more on that next Sunday. As stated before, if people motivate me there is the potential to write more, I'm on vacation.
This is another deep dark cavern track which is consistent in style with the other compositions posted. It is approximately 40% finished, I wrote it in June. I'll have to do some polishing and compose the second half to the track, that is intended to sound a little more peaceful. Work in progress.
eine weitere unvollendete Komposition für den nächsten OC Soundtrack. Diese ist nicht im dürsten Stil, sondern im alten OC Stil gehalten, so wie der Haupt-Soundtrack. Er ist auch aus dieser Zeit, wurde aber nie vollendet, und soll dann in diesem Projekt auch seinen Abschluss finden. Work in Progress.
Oops, I wrote in German.
another unfinished composition for the next soundtrack. This one is not in a dark style like the others, but in the more peaceful style of the main soundtrack. It was written during the time I worked on the main soundtrack, but didn't make it into it, so I hope I can finish it this time and giving it a place. Work in Progress.
Hope I can find time to actually write something new this week :D
Btw we still don't have more action-like music. Maybe we can just speed up our current pieces to achieve that? (like in osu!)
>Btw we still don't have more action-like music.
For now I will only finish the ambient parts, but it shouldn't be too much of a hassle to write something more upbeat and funky sometime in the future.
> You want to speed up ambient music... :O??!!
And apart from sounding awful, speeding up music has the connotation of making the game more Japanese.
I tagged the dungeon/temple music as "dungeon", one track could use both underground and dungeon tag. Was that possible? I forgot. I tagged it as underground; dungeon.
Hope someone implements some temple trigger soon, would be awesome to hear in game :)
[Edit] Upload to big for the form, so I put it into dropbox.
> underground the one you hear the most (for most settlement rounds).
So with the music update I tagged all 7 new tracks as 'underground', and also K-Pone wrote 'Cavern' so now we have like 13 Underground tracks.
But actually only around 4 of my new tracks were actually written with the underground theme in mind. The tracks 'Villa' and 'Eerie Skulking' are more like dungeon-ish tracks, which were also were requested at some point, 'Presentiment' is as well - but it actually may fit underground. So for now they are with the underground music, but in the long run I intend to move them out again, and maybe use them exclusively for like dungeon-ish, temple like contend - which we don't have at the moment, but was common in CR.
So how to continue for 9.0? I'll aim at 5 tracks again.
Newton was the only one giving some Feedback in this thread, I don't remember if there is some feedback somewhere else, hm maybe on clonkspot? Well now would be the time to influence the further development.
I probably can't easily create any fight music, and I would continue on the ambient path.
'Snow/Ice', 'Lava' and 'Sky Islands' were mentioned. Which one to prioritize? Any other requests?
As we get more tracks, we can start fine tuning: Which music to play where, and maybe increase categories and also the ambient script.
Another thing to discuss would be the 'breaks' of silence the ambient script adds between music sometimes. This is was an idea with a rather big impact, how are opinions on that?
First of all, none of the tracks struck me as bad or in any way obtrusive. All were nice and calm. Of course, in the few action-packed moments, too calm. But in a fast-paced game like Clonk, you don't expect every little detail to be reflected by the music. So, all in all, very cool.
The ambience change in music is fine, for the most part. You could hear the smooth changes in music whenever you change from sky to tunnel background. It's also nice that tracks don't start over when returning. However, sometimes I just had the feeling that the music 'broke'. There were quite a few moments when I changed from the underground to aboveground or vice versa and the music just stopped. So one track faded out, nothing faded in. Maybe it was just at the end of the in-fading track, so no actual music came. Anyway, this was always a disappointing moment. I noticed the change in background, I expected a change in music, anticipated it, you could say, and then..fade to silence. Meh. I also got the weird feeling that the music almost always ended with such a sudden stop. It felt like I never really heard the end of a track. I just skimmed through a few tracks afterwards to check. I couldn't say if I heard the endings or not.
Also, just sometimes, when quickly changing back and forth against backgrounds (which happened once or twice when I was mining stuff and carrying it to the surface), the music changed very quickly. There was a noticeable disharmony there. But maybe it is fine to have this in a few situations. As I said, most of the time it was absolutely fine.
As to the breaks or intermissions. Yeah, those are most noticeable whenever the music suddenly kick-started back in. At that point you realised the absence of music before. And a few times in between, whenever the pause was a bit too long, I just asked myself where the music is.
>However, sometimes I just had the feeling that the music 'broke'. There were quite a few moments when I changed from the underground to aboveground or vice versa and the music just stopped. So one track faded out, nothing faded in. Maybe it was just at the end of the in-fading track, so no actual music came. Anyway, this was always a disappointing moment. I noticed the change in background, I expected a change in music, anticipated it, you could say, and then..fade to silence.
This is actually a feature. We intended to add some random silence in between (by script) to prevent the music from getting repetitive. That being said, I don't like it either and always press F3 to start a new track when silence kicks in. So I'm also in favor of removing that break.
>Also, just sometimes, when quickly changing back and forth against backgrounds (which happened once or twice when I was mining stuff and carrying it to the surface), the music changed very quickly. There was a noticeable disharmony there.
Yes for example in Bristle Ridge where you have a continues change between sky and tunnel, the music doesn't work very well. I wonder if we could add something to the trigger system to handle that, but I have no suggestion.
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