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jute
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« on: December 12, 2008, 09:58:01 PM »

Here's some looping music I wrote for OA.  If you feel it's appropriate for the game I can make more.  I tried to model it after my memories of Quake 2's music, with lots of boneheaded riffing.  I made the drum sounds, I played the guitars, I wrote everything.  http://www.jeshimoth.com/jutegyte/OA01.ogg

There's a possibility the mix isn't great, since I did everything in about 2 hours and my ears might be fatigued.  If I do more, I'll try to standardize the mixes after I've done them all.
« Last Edit: December 12, 2008, 10:01:21 PM by Jute Gyte » Logged
jute
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« Reply #1 on: December 13, 2008, 12:13:30 AM »

And again: http://www.jeshimoth.com/jutegyte/OA02.ogg
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jute
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« Reply #2 on: December 18, 2008, 04:08:31 PM »

Three more:
http://www.jeshimoth.com/jutegyte/OA03.ogg
http://www.jeshimoth.com/jutegyte/OA04.ogg
http://www.jeshimoth.com/jutegyte/OA05.ogg

I'm going to refrain from making any more until I learn if these are usable.
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Insu
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« Reply #3 on: December 18, 2008, 07:57:35 PM »

Loved your guitar drifts. I have allways wanted to produce something like hard rock soundtrack for games or demos. I don't know how to play guitar so i have been playing with electric music samples more.
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damocles
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« Reply #4 on: December 18, 2008, 08:20:53 PM »

I am very surprised nobody responded in the last week -- these work very well when played in-game.  (You will need to adjust OpenAL/SDL s_musicvolume.)

Having already listened to the others, the "chopped samples" feel of OA04 and OA05 occasionally threw me off -- I kept misplacing as if I were listening to OA01 and OA02.  (This could change if all of these are to be refined later.)
« Last Edit: December 18, 2008, 08:25:33 PM by damocles » Logged
jute
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« Reply #5 on: December 18, 2008, 08:51:19 PM »

the "chopped samples" feel of OA04 and OA05 occasionally threw me off -- I kept misplacing as if I were listening to OA01 and OA02.  (This could change if all of these are to be refined later.)

Ha!  I was wondering if it was noticeable.  Actually, OA02-05 are based on "chopped samples" of OA01, the idea being that it's both quicker than recording two guitar parts and a bass part for every song and also more of an interesting creative challenge.  (And so much modern metal music is so heavily quantified that it sounds like chopped samples anyway....)  I also thought it would unify the tracks, but maybe I went a little too far.  I'll work on differentiating future tracks more.

Thanks for the feedback, guys!
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fromhell
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« Reply #6 on: December 21, 2008, 03:54:27 AM »

Music! Too bad this is my lucky online hour and I can't listen to it right now.
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jute
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« Reply #7 on: December 24, 2008, 09:56:22 PM »

Any chance you'll be able to listen anytime soon?  I'd be happy to continue working if the style is suitable, but I don't want to pursue it further unless I get some sort of confirmation.
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BenDrake
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« Reply #8 on: January 07, 2009, 12:21:13 AM »

Wow, this is great. I would love listening to these whilst playing OA. Any chance at getting them in?
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fromhell
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« Reply #9 on: January 09, 2009, 02:58:05 AM »

I liked OA03 and OA04. I didn't care much for the synthies in 01/02
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
jute
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« Reply #10 on: January 09, 2009, 10:22:17 AM »

Okay.  Some questions so I know how to proceed:

1.  I agree that the synths in OA01-02 aren't very good.  If I replaced them with something that sounded better would they be usable?
For instance:
http://www.jeshimoth.com/jutegyte/OA01a.ogg
http://www.jeshimoth.com/jutegyte/OA02a.ogg

2.  What about OA05?

Any suggestions would be appreciated.  I have a certain style I'm going for, as I mentioned earlier, and I'm trying to tie things together with recurring motifs and sounds.  Here are some more.  OA06 might be best suited to the main menu, though it would probably be good for gameplay too.

http://www.jeshimoth.com/jutegyte/OA06.ogg
http://www.jeshimoth.com/jutegyte/OA07.ogg
http://www.jeshimoth.com/jutegyte/OA08.ogg
« Last Edit: January 09, 2009, 11:56:26 AM by jutegyte » Logged
BenDrake
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« Reply #11 on: January 09, 2009, 05:47:07 PM »

The new synth is certainly less generic sounding. I think OA needs to have a fairly consistent musical style though. So if more people got involved (I'm thinking about it) there would have to be some collaboration.
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jute
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« Reply #12 on: January 18, 2009, 08:59:43 AM »

fromhell?
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fromhell
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« Reply #13 on: January 19, 2009, 01:10:49 AM »

The synth is more tolerable than ever Smiley

OA06 sounds good for some wider, void type levels (like suspended)
OA07 not sure, could be too repetitive for a song that could go on for 3 more times
OA08 sounds good as well, though I can't say for what kind of level

(I still suck as a music critic, please don't depend on the arrival of my replies)
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Marble of Doom
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« Reply #14 on: January 22, 2009, 06:54:30 PM »

Great job! I'm personally not a real big fan of synths but I like the new OA01 & OA02. OA05 may be a bit too choppy and repetitive but it's tolerable. All in all really great work. With just alittle more polish on some of the songs, I'd like to see this in the next OA release!
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jute
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« Reply #15 on: January 23, 2009, 10:58:00 AM »

Thanks for the comments.  Once I've finished enough tracks to replace all the original music tracks, I'll probably do a little additional mastering, but I don't know if they're going to get any more polish than that.  Work like this is only exciting to me if I can do it quickly: the more time I spend on a single piece, the less I want to make another.  I might try extending some of the tracks with some industrial ambiance.
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Neon_Knight
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« Reply #16 on: January 23, 2009, 11:02:17 AM »

Have you been hearing some music apart from game music to make these?
These sounds cool, but feels a bit "empty".
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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jute
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« Reply #17 on: January 23, 2009, 11:30:16 AM »

Have you tried them in-game?
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jute
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« Reply #18 on: January 23, 2009, 06:23:03 PM »

Some more:

http://www.jeshimoth.com/jutegyte/OA09.ogg
http://www.jeshimoth.com/jutegyte/OA10.ogg
http://www.jeshimoth.com/jutegyte/OA11.ogg
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lis6502 [pl]
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« Reply #19 on: January 25, 2009, 01:23:52 AM »

This music is awesome! It sounds like my favourite tracks from Q2. Altrought, synth in oa1 and 2 just sucks! It dont matches there.
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Graion Dilach
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« Reply #20 on: January 25, 2009, 03:20:54 PM »

I'm playing them all in the background while I'm playing OA.

Sounds perfect! I don't feel the differences between OA01's and OA02's old and new version, but the music is grea! Especially when I played the Lunaran map...

I've putted them all into my MP3 player as well.
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jute
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« Reply #21 on: February 01, 2009, 01:16:08 PM »

Thanks, guys.

Some more:

http://www.jeshimoth.com/jutegyte/OA12.ogg
http://www.jeshimoth.com/jutegyte/OA13.ogg
http://www.jeshimoth.com/jutegyte/OA14.ogg
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Neon_Knight
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« Reply #22 on: February 01, 2009, 01:20:02 PM »

Awesome ^^
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alokin
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« Reply #23 on: February 16, 2010, 11:06:20 AM »

Hey, I really like the music here, but there hasn't been much talk about it in a while (I just joined the forums). What is the condition of music in OA? Are there optional music packages, or how does that all work?
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Graion Dilach
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« Reply #24 on: February 16, 2010, 04:05:04 PM »

The SVN contains all these musics, but the name conversions to Quake 3 hasn't been made, so they are unusuable in the moment.

I think it will happens before the next major revision.

EDIT: As Udi said in your music thread. Ah well, when I read this, I haven't read that.
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One shall remind what have he left behind... to actually realize that it's still cool.
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