[crossfire] Background music
Ben Jolitz
lordyoukai at gmail.com
Sun Apr 22 21:24:14 CDT 2007
Jumping in on this discussion too.
Heres an add on idea:
Bundle with the client all the musics to be used in the game, (thus
making it a client) :)
Add a feature to the maps for a mapmaker to define a certain background
music series (dark ambiance in the caves? Church music while on the
Valriel maps, etc)
If the user hits a toggle for the client to play music (and accept
music/map changes), then a default neutral ambiance music is set and
played (infinitely or series that loop infinitely).
Like this:
Mapmaker joeSchmoe has found the unique world of crossfire and designs
the "Death's Shard" quest. He notices in the CF map making guide
(online) a list of music samples with previews (or through some other
way, suggestions?) and decides he wants to play score #9 - Dark lair
(making this up, *shrug*).
We assume the map is accepted, and integrated.
Player bort has music option toggled. He enters the server (Metalforge
:P). The default ambiance music plays (Diablo II, Everquest are small
examples of using ambient music). He enters the "Deaths Shard" quest
map, and the music changes (cross fade effect?) into the new edgy
score. He leaves, and it cross fades back into default.
-- end simulation --
I will not digress into the technicals, but I strongly suggest, looking
at every other successful rpg/mmorpg game made within the last 7 years,
keeping the music on the client. How things are updated, I have no idea.
Also, separating sound from music code is, I think, a really good idea
(tm).
Just my two imperials. ;)
-- Ben "bort/bortII/SpeedBort"
>Replying to various threads in the same message :)
>
>Ok, so what about: server merely sends item's name, client-type, and event
>type?
>For instance, 'goblin <monster type> death' or 'dragon <monster type> move'
>or 'icestorm <spell type> move'.
>
>Then client handles those values however it wants - play a sound, play a
>random sound, don't play anything, blink the pic somewhere, ....
>
>The type can also be used as a fallback method - no 'High Goblin' sound, play
>regular monster sound.
>
>
>Concerning sound files themselves, we should handle them like pics: client has
>the 'standard' set, and can request from server specific sounds if needed.
>Will need to check various issues (max packet size, ...)
>
>
>For sounds & music's origin, my opinion: let's put sounds/music. Wherever they
>come from as long as they are free.
>We can always change them if we don't like them.
>
>
>Nicolas
>
>
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