#6 posted by Yhe1 on 2018/08/28 23:21:32
Pretty much all Warhammer 40K music fits quake too
#7 posted by muk
on 2018/08/29 00:46:22
moar bossa nova plz
#8 posted by anonymous user on 2018/08/29 02:06:05
Music For Speedrunners
#9 posted by Mugwump
on 2018/08/29 02:12:29
Dark Ambient All The Way Nuff Said.
#10 posted by Shambler
on 2018/08/29 10:50:52
#11 posted by brassbite
on 2018/08/29 12:36:16
#12 posted by jcr
on 2018/08/29 15:18:50
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.
#13 posted by Barnak
on 2018/08/29 15:22:17
Do you mean mp3 releases? That would imply a lot of royalties problems.
#14 posted by jcr
on 2018/08/29 16:09:46
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?
#15 posted by metlslime
on 2018/08/29 18:04:14
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.
#17 posted by Orl
on 2018/08/30 05:09:34
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?
#18 posted by bal
on 2018/08/30 10:06:26
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.
#19 posted by Orl
on 2018/08/30 23:29:45
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.
#20 posted by metlslime
on 2018/08/31 00:47:15
solution: name both levels the same name.
#21 posted by Spike on 2018/08/31 07:00:13
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.
I'd be happy with this.
#23 posted by Jaromir83 on 2018/10/22 09:25:40
of the Yorke - Suspiria tracks (a new horror movie OST)
#24 posted by Jaromir83 on 2019/01/29 09:30:30
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.
#27 posted by Anonymous fuckhead on 2019/02/03 21:03:12
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
#28 posted by geraintwd
on 2019/10/30 17:50:38
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.
I listen Audioslave and sound garden...