Background music
From Neverend
Ambient music There will be ambient music that keeps playing in the background which is specific to every planet or even area you are in. There will be different tracks for one area, depending on the weather and if it’s night or day.
Specific Combat music for various situations There will be different combat music tracks specific to various situations, possibly more than one that play randomly for some. Combat music for some situations will override others.
Combat type:
- The player character is in combat with a monster
- The player character is in combat with an animal
- The player character is in combat with an NPC
Combat difficulty:
- Very weak
- Easy
- Average
- Challenging
- Difficult
- Hard
- Impossible
Threat situation:
- Natural disaster
- Magic threat
- Being attacked
- Being threatened
- Being challenged
- Duel
- Being held-up
- Being imprisoned
- Being restricted
- Grappling
Dynamic battle lead-in music There will be slightly different dynamic music depending on how an opponent cons to the player character and/or his/her group. The lower the threat, the calmer and more silent and slower paced the lead-in music, the higher the threat, the more menacing, louder and faster paced the music will be. This will allow the player to determine the threat level by just listening Lead-in music will occur when monsters are nearby, with the strongest takign precedence.
Environmental music:
- Plain
- Forest
- Jungle
- Swamp
- Cave
- Beach
- Town
- City
- Castle
- Mansion
- Haunted house
- Cemetary
General situations:
- Riding
- Guard or citizen alert
- Siege alert
Presence:
- Dragon
- Gargantuan creature
- Undead
- Faeriefolk
- Gnomes
- Bandits
- Legendary player
- Infamous player
- Heroic player
- Evil player
- Murderous player
- Rogueish player
Customizable music
There will be a tracklist either in the game’s option menu or the option menu in the launchpad where players can specify which track will play during which situation. Players will be able to enter more than one track for each situation, the game will then randomly choose one of them when the situation arises.
Music selectable for the tracklist will be either Default (the predetermined tracks recommended above) or people will be able to choose any .mp3 files from their HDD to play.
Contents |
[edit] Audio
Music is stored as tracks and samples. Tracks include MP3, MOD, IT, MIDI, and other formats. Samples are intruments used in MOD/IT format. By having a library of samples, skilled trackers can make songs to fit various moods. The arrangement of samples can be saved as a MOD/IT track.
Generated audio can use the sample library to create new songs on the fly; the client only has to download a timing file and what samples to use. The timing file would be created by skileld trackers who can set variables for when something fits an action, mood, or goes with another type of music. The timing file also has activation flags for specific tracks, such as long tracks or multiple short segments.
Streaming audio that is broadcasted, such as internet radio, can be streamed through the client and listened to in some specific cases, such as an in-game music device. Or it would use a channel specifically for the game to avoid "real world" messages. Or there might be no internet radio.
[edit] Mood
Music can have both a setting and mood. Mood is a variation that is chosen at random and transitions seamlessly while in the same setting or changing settings. Mood is randomly selected rather than determined by physical factors. Music can be a new piece or a piece that uses a similar motif. Setting may apply more than once, enabling a wider choice of music (underground and cave, forest and night).
- Mountain: Adventurous, mysterious, epic, ominous, treacherous, dangerous, relaxed, travelling, harmony, upbeat, ambient, melodic
- City: Epic, busy, peaceful, harmonious, slow, hurried, harmony, upbeat, ambient, melodic
- Forest: Epic, mysterious, ominous, peaceful, harmony, danger, adventure, travel, relaxed, ambient, melodic
- Beach: Peaceful, mysterious, harmony, travel, relaxed, ambient, melodic
- Ocean surface: Peaceful, danger, mysterious, slow, travel, harmony, upbeat, epic, harmony, ambient, dissonance, melodic
- Desert: Peaceful, travel, danger, mysterious, ominous, epic, upbeat, harmony, ambient, melodic
- Castle: Peaceful, epic, harmony, ambient
- Cave: Peaceful, quiet, danger, mysterious, ominous, ambient, quiet
- Dungeon: Ominous, mysterious, danger, quiet, ambient, dissonance
- Wagon travel:
- Horse travel:
- Boat/ship travel:
- Flying:
- Underwater:
- Underground:
- Field:
- Volcanic:
- Canyon:
- Night:
- Bandit camp:
- Hamlet:
- Fortress:
- Kingdom:
- Graveyard: Ominous, mysterious, ambient, quiet
- Building: Pleasant, harmony, peaceful, melodic
- Old building: Ominous, ambient, quiet
[edit] Custom music
Music can be customized under options. Each entry for a musical piece is listed and can be changed to a file in the custom music directory or restored to default. For example, "epic city" can be changed to any supported mp3 or music file on the client hard drive, or restored to default.
Music pieces can also be enabled or disabled individually to prevent certain entries from playing. Disabling "epic city" will prevent that piece from playing.
All music and all sound can be enabled or disabled from the menu or with an assigned hotkey. This prevents any music or sound from playing, while retaining custom settings when music or sound is enabled.
[edit] Music selection
Music is selected based on time, setting change and random selection. When a track expires due to time or a change in setting, a new track is transitioned in to the music. Music should not overlap for more than a few seconds. Short transition effects can be played in between tracks, such as a fade effect or brief ambience or silence.
Transitions:
- Brief silence
- Medium silence
- Long silence
- Medium ambience
- Long ambience
- Brief fade
- Medium fade
- Long fade
- Interlude 1
- Interlude 2
- Interlude 3
- Interlude 4
- Interlude 5
- Interlude 6
- Interlude 7
- Interlude 8
