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Candor part 1
Posted: 06 Jul 2011, 21:46
by yubabax116
[Edit: music file removed]
Re: Candor part 1
Posted: 07 Jul 2011, 07:23
by Wombat
If Candor can't use it (afaik, this is the case), but would go great with Reid's Inn (Graveyard Inn). Kind of gave me the feeling of people on an investigation, like in Clue.
Re: Candor part 1
Posted: 07 Jul 2011, 11:33
by dariunas
Excellent sound! What sound libraries are you using? Very good-quality reverb too.
Re: Candor part 1
Posted: 07 Jul 2011, 11:45
by Alige
I like that music very much but I've got comments too.
First of all, I don't think that putting as much reverb is a good thing since Candor is a small cave, not something like Terranite Cave.
Secondly, it doesn't repeat itself properly but that is of course a minor thing to fix.
In overall, you get the A grade from me.

Re: Candor part 1
Posted: 07 Jul 2011, 20:23
by yubabax116
Ali-G wrote:Secondly, it doesn't repeat itself properly but that is of course a minor thing to fix.
I set it to repeat that way so it sounds like it keeps going instead of reastarting but thx
and thanks for everyones comments

Switching background music in maps
Posted: 07 Jul 2011, 21:39
by nmaligec
I don't think it is possible to switch the bgm in a map. From what I can tell, the bgm is set directly in the map file (use Tiled's map properties editor to set), and there are no script commands to play/stop any music files.
For the crypt quest I used a separate map for the final fight which is a copy of the same room in the original map, but with the music switched (and a few other changes). In this case, I needed a separate map anyway to get around other problems, but in general it would be bad design to warp players to new maps just for a song change.
If someone finds out how to switch music tracks properly, please share. I would really like to know of a better way to do this.
Re: Candor part 1
Posted: 08 Jul 2011, 21:29
by dariunas
Personally, I think the reverb's good. BGM production aspects like this should almost never be related to the spatial environment unless they're meant to be more of a diagetic sound source such as a bard or small troupe playing in the corner of a tavern (such as the first inn, in The Witcher).
The reverb in music is used to create an atmosphere, rather than to convince the player of their environment. We would pay very close attention to that in the sound FX stage though.