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Random music program

Started by Raduprv 15 replies 1.4k views
krikkit
krikkit
Seek out info on "Fractal Music".
Best I can tell you right now.
Jaevin
Jaevin
Anarchy Online has a simular music program to what your describing.

Read an article about it on one of these game dev sites.

Takes a bunch of loops and applies another loop over it based on different factors... pretty cool for endless non repetitive audio...
"... And what really sickens me? :-) well a company I contacted informed me that they had an audio developer.. they have bio on their website, he graduated in marketing and was the lead programmer, audio really is the side job."
Purple Hamster
Purple Hamster
sounds like your talking about Direct Music Producer there : ) but with that you still need to have the loops created by someone, which i''m all in favour for.. let''s not kill off the composers here... and software like this won''t for a while
David J Franco________visit www.davidjfranco.com
krikkit
krikkit
Tracker formats with sufficiently small samples are wonderful for small file sizes for good music. MIDI will net you roughly equal file sizes. Created to taste, I guess.
krikkit
krikkit
Then I would suggest looking into tracker formats..you can find a pretty good, middle of the road quality level at around the 600-900k mark per song.(It''s all dependant on the quality of the samples, of course.)
Sneftel
Sneftel
quote:
Original post by Raduprv
MIDI is just not enough for the quality I am looking for.



What aspect of MIDI quality are you unsatisfied with?


How appropriate. You fight like a cow.
Kenbar
Kenbar
DirectMusic Producer with some custom DLS banks is what you''re after. If you find someone to make the music in midi format, with all their own samples (export from a tracker?!), I can input it all in to DMP and work on the interactive side to it...
Raduprv
Raduprv
quote:
Original post by krikkit
Then I would suggest looking into tracker formats..you can find a pretty good, middle of the road quality level at around the 600-900k mark per song.(It''s all dependant on the quality of the samples, of course.)

At this size, I can get a 1-2 minutes ogg song, which sounds much better than a mod...

quote:

What aspect of MIDI quality are you unsatisfied with?



The sound quality. I am talking about people who do not have built in wave tables in their sound card.

quote:

DirectMusic Producer with some custom DLS banks is what you''re after. If you find someone to make the music in midi format, with all their own samples (export from a tracker?!), I can input it all in to DMP and work on the interactive side to it...



What exactly is DMP?
And is it, as it''s name suggest, something that needs DX? Because, if that''s the case, I can''t use it, since my program uses SDL...



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mxsimgames
mxsimgames
Yes, DirectMusic Producer uses DirectX.
And by now, I can assure you that 99.99% of people out there that will download a game and have sound cards have built in wave tables, I'm pretty sure. (Make a note that says you should have a wave table.)

Another possibility is to use normal music (MP3, Wave, whatever...) and compress it using CAB (search on the Net or Microsoft.com for "Cabinet SDK"). This is a very good compression algorithm.

And yet another possibility is to even stream the music from the Internet while the game is running.

[edited by - mxsimgames on April 21, 2003 6:28:08 PM]
I not only know programming in Win32 in and out, I also do it that way.
xoxos
xoxos
i''d wait on it a little longer.. a decade ago i wrote a proggie in basic that spat out data i then programmed into my qx21 sequencer and mirage... took a long time.. had sampled phonyms, made up lyrics, everything. i was hoping i could somehow save the ice cream men from listening to the same thing over and over again, but i reckon listening to generated music owuld be just as wearing, plus the odd accidental could turn your friendly neighborhood ice cream van into some kind of dessert-dispensing fugue-wagon.

i was well satisfied with the results, which were all 80''s pop structure except with generally unintelligible homemade sampled phonyms.

i''m currently reprogramming it, now that i can afford rapid q, and can generate midi files with lyrics (vocals in flinger) controllers or sysex for patch generation.. which is a hell of a lot less end-user work.

you could actually do it yourself.. it''s not all that big a deal to program some shifty note/pitch/rhythm algorithms, use with some oscillator dsp code and shift around filter and various modulations to generate all kinds of patches, but you''re talking about some killer cpu consumption with any level of appreciable synthesis.. and.. you can do it all with synthesis i say yeah, you''re still not listening.

i can practically promise you that in a few years (when motorola release that 35x semiconductor technology) there''ll be all sorts of companies vying for your attention with products in this line. you can''t use mine, because i only program in swing time and only like songs about hawai''i with synthetic ukuleles in them, and refuse to do anything to contribute to the mad rush of humanity to turn every environment into a pile of discarded cd-roms.

but yeah you could def. load in a few dozen drum samples and do a few tb303 emulations running thru some delays and eq in a game today, it''d be way cool.
neither a follower nor a leader behttp://www.xoxos.net
krikkit
krikkit
You asked, I told...You can only duck the size barrier for so long, so you may as well jump ship to Ogg Vorbis if you want to be an amazing stickler. Otherwise, head down to chiptunes or special Midi Banks.
Raduprv
Raduprv
Well, what I was hoping was to get some library that does that, and does it well.
Perhaps I could program such a thing myself, but it would take months, since I have no idea about how music really works, etc.
And, right now, I can not afford the time to do that. I guess I will stick to the way the music is in my game so far: 34Kbauds ogg files, which sound good, and are relatively small.

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