Music For Killing Demons And Making Sausages
Haha Orl stole my idea :D
I wanted to post this: https://youtu.be/hkJnq8CKkyI
But you can also groove to this: https://youtu.be/ObCgwGR__wE
Pretty much all Warhammer 40K music fits quake too
Dark Ambient All The Way Nuff Said.
I've always been curious why there isn't a larger effort to include custom tracks with new releases. I know it isn't as simple as creating new midis as they do in the doom community, permissions, etc, yet I'm surprised that there is an almost 0 number of custom tracks released alongside mods/maps.
Do you mean mp3 releases? That would imply a lot of royalties problems.
Yeah, I figured, for the most part, it would be permission related issues. I do wonder how the doom community does it. Mostly any wad you play will have custom music. I guess they aren't too worried about royalty related issues?
mp3 / ogg support in engines was not widespread for a long time. I guess it is now, but not sure if file name conventions are consistent enough across platforms to be reliable for modders?
I did a track for jam9 and 100b submission (although that was an ambient drone not really musical)) I plan to do some more in my next releases. The issue I have is engines can only accept tracknames is this format:
It would be much better if we could just use a custom name to avoid conflicts.
If one wanted a custom soundtrack for their map, how about placing said .ogg or .mp3 etc in the maps folder with the same name as the map itself?
Having hard coded links like that is usually not a good idea, what do you do if you want to play that track in two different maps?
Best to be able to enter the file name in the track field of the worldspawn.
The obvious answer is include the same music file twice, but that's not a good solution. I'm no engine coder, I have no idea how those things work. I'm just throwing out an idea.
solution: name both levels the same name.
how about if sounds is -1 and noise is not empty, then we use the string in the noise field for the music's filename?
(relative to mod's dir, including extension so there's no need to guess nor issues with prioritising id1/*.ogg over mod/*.other)
sounds -1 should avoid qcvm parsing hacks/incompatibilies, and without having to faff around with the saved game code.
of the Yorke - Suspiria tracks (a new horror movie OST)
Birdbox OST obviously as it is a Reznor's haunted house instrumenal again, I've only deleted the elevator-music/normcore piano bits
I usually listen to minimal synth/darkwave stuff, particularly Boy Harsher and Linea Aspera.
I just went to see Boy Harsher on the first, also their new album came out on the first.
Perhaps some Moris Blak with his industrial bass music could be fitting https://morisblak.bandcamp.com
Also some Cyanotic for more industi-tech like levels https://cyanotic.bandcamp.com
Not Of This Earth
Back in the day, I used to play Q1 with Joe Satriani's "Not of This Earth" album in the CD player. It fits really well with the atmosphere and pace of the game.