So, I was commenting on the comment section of the notch blog, and what I said was,
"So the new ambient cave sounds have got me thinking. I was thinking that cave noises should be more like rumbling music, as opposed to gusts of wind. When a player-made wall is made, the "cave aspect" of a certain radius is negated.
By then, I started getting REALLY ambitious. I thought that depending on blocks the player/nature has placed, the notes/pitch / types of chords/tunes found in the music surrounding the player should change. For instance, a basic cave has the rumbly cave-y music. As I add more wood, the cave music switches to a slightly lighter, "warmer" tone and has different notes.
tl;dr: Procedurally generated music? Aww yeah. "
I got a positive reception from a few people. They suggested that when near sand, beachy tunes would be added, with cobblestone a sort of "castle-y" kind of thing, etc. The gradually-changing music would be based on the proportion of types of blocks around it.
Of course, any music devices we may get later would replace the music in the area with the preset music as defined by the device.
As for how it would work,
Quote from madk »
This isn't the slightest bit difficult at all. You have a list of the last 1024 or so block types walked on and otherwise around the player. That's only a kb of memory. They're already detected for footstep sounds etc. The music is determined by the ratios of block types. A lot of cobblestone and wood? Castle-ish theme go. Nothing but water, not even air? Nautical! Got the idea? Very easy to code that, but the procedural music not so much, I'd think.
Would this be possible? Discuss the idea.
Edit: Mystify had an idea for situational-based music alongside location-based music. What he said was:
Quote from Mystify »
I would like to see context-sensitive music combined with this, not merely location. Darkness, night, nearby mobs, equipped item(mainly weapon or non-weapon, perhaps even material), and height could be mixed in, so huddling in your base while surrounded by zombies would be different than casual mining which would be different than fighting off an ambush.
I love this idea, and have in fact discussed it before. This thread was about a similar topic, and I believe that's where I posted an explination as to how to accomplish this while still (mostly) using the lovely music we've been hearing samples of.
I do think this would add a lot of atmosphere to the game.
great idea, if we had a rep system i would rep you then make several forum alts with which i would also rep you.
this would be a great thing to add to minecraft, considering how unappreciated sound seems to be in many of today's games (indie or not) this level of attention to music from minecraft would be awesome.
only thing i would be concerned about is processing power, though i suppose if its eating too much resources from your machine you could just turn music off.
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Quote from TurtleeyMC »
Matt, seriously, stop trolling. So can you please shut the **** up and go troll the infdev forums about how much you want to get 10 bucks from your hobo house?
Sounds like an FPS eating machine to me. A pretty sounding FPS eating machine, but an FPS eating machine nonetheless.
In a perfect world, this'd be awesome, but I prefer to keep the processing speed over such an insignificant update game-playwise.
depends on how its implemented, its entirely possible that it wouldnt have much of an impact at all, but thats up to how notch would code it. i do agree though, it sounds like it might rape some people's computers, which is why there is already an option in-game to disable music.
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Quote from TurtleeyMC »
Matt, seriously, stop trolling. So can you please shut the **** up and go troll the infdev forums about how much you want to get 10 bucks from your hobo house?
the game can handle footsteps, pigs, sheep, flowing water, and clanking doors all at once. why would music be any different?
have you read the thread? =|
if you have, then i can say its because the game has to retreive the type, location, and number of all the surrounding blocks then calculate and generate music to be played.
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Quote from TurtleeyMC »
Matt, seriously, stop trolling. So can you please shut the **** up and go troll the infdev forums about how much you want to get 10 bucks from your hobo house?
the game can handle footsteps, pigs, sheep, flowing water, and clanking doors all at once. why would music be any different?
have you read the thread? =|
if you have, then i can say its because the game has to retreive the type, location, and number of all the surrounding blocks then calculate and generate music to be played.
so do that once at the beginning of each music loop. it can be as simple as this.
Is there stone in a straight line above the player? We're in a cave.
Is there wood above the player, and around that piece of wood? Wer'e in a house.
Are we more than 100 meters above sea level? We're on a hill.
Above water and below open sky? We're at sea.
Are there monsters within ten blocks? There's a fight going on.
the game can handle footsteps, pigs, sheep, flowing water, and clanking doors all at once. why would music be any different?
have you read the thread? =|
if you have, then i can say its because the game has to retreive the type, location, and number of all the surrounding blocks then calculate and generate music to be played.
so do that once at the beginning of each music loop. it can be as simple as this.
Is there stone in a straight line above the player? We're in a cave.
Is there wood above the player, and around that piece of wood? Wer'e in a house.
Are we more than 100 meters above sea level? We're on a hill.
Above water and below open sky? We're at sea.
Are there monsters within ten blocks? There's a fight going on.
It doesn't have to be complex, just clever.
if theres stone above a player it doesnt mean he is in a cave. if the player being in a house is a call for a sound, thats pretty lame. the player can be far above sealevel on his floating island, why would you want a hillsound then?
i could go on and on, but this "cleverness" really isnt very clever at all. read the thread once again, its procedural and each individual block would determine the sound played. i understand what your saying, but yours is a different idea entirely.
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Quote from TurtleeyMC »
Matt, seriously, stop trolling. So can you please shut the **** up and go troll the infdev forums about how much you want to get 10 bucks from your hobo house?
if theres stone above a player it doesnt mean he is in a cave. if the player being in a house is a call for a sound, thats pretty lame. the player can be far above sealevel on his floating island, why would you want a hillsound then?
i could go on and on, but this "cleverness" really isnt very clever at all. read the thread once again, its procedural and each individual block would determine the sound played. i understand what your saying, but yours is a different idea entirely.
To hell with re-reading, I am not interested in examining it that closely. It's just a suggestion of the type of things to do. I don't expect brilliance from an example that took me 20 seconds to come up with.
So cave noises would play in slight overhangs? yeah, I can see why that might bother you. but this TYPE of thing is what could work. It's a bit of a different direction from the original post, since it's just different bits of similar, pre-made music, and not entirely generated music with unique chords and whatnot, but it addresses the concerns of other posters here, and if done right, it'd have the same effect. You know?
if theres stone above a player it doesnt mean he is in a cave. if the player being in a house is a call for a sound, thats pretty lame. the player can be far above sealevel on his floating island, why would you want a hillsound then?
i could go on and on, but this "cleverness" really isnt very clever at all. read the thread once again, its procedural and each individual block would determine the sound played. i understand what your saying, but yours is a different idea entirely.
To hell with re-reading, I am not interested in examining it that closely. It's just a suggestion of the type of things to do. I don't expect brilliance from an example that took me 20 seconds to come up with.
So cave noises would play in slight overhangs? yeah, I can see why that might bother you. but this TYPE of thing is what could work. It's a bit of a different direction from the original post, since it's just different bits of similar, pre-made music, and not entirely generated music with unique chords and whatnot, but it addresses the concerns of other posters here, and if done right, it'd have the same effect. You know?
no, not really, try again Mr. slippery slope argument.
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Quote from TurtleeyMC »
Matt, seriously, stop trolling. So can you please shut the **** up and go troll the infdev forums about how much you want to get 10 bucks from your hobo house?
This isn't the slightest bit difficult at all. You have a list of the last 1024 or so block types walked on and otherwise around the player. That's only a kb of memory. They're already detected for footstep sounds etc. The music is determined by the ratios of block types. A lot of cobblestone and wood? Castle-ish theme go. Nothing but water, not even air? Nautical! Got the idea? Very easy to code that, but the procedural music not so much, I'd think.
This isn't the slightest bit difficult at all. You have a list of the last 1024 or so block types walked on and otherwise around the player. That's only a kb of memory. They're already detected for footstep sounds etc. The music is determined by the ratios of block types. A lot of cobblestone and wood? Castle-ish theme go. Nothing but water, not even air? Nautical! Got the idea? Very easy to code that, but the procedural music not so much, I'd think.
exactly. however, the procedural music would be interesting.
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Quote from TurtleeyMC »
Matt, seriously, stop trolling. So can you please shut the **** up and go troll the infdev forums about how much you want to get 10 bucks from your hobo house?
so, when madk says it, you agree, and when I say it, it's a slippery slope argument. Alright. Well, whatever, at least we are all in agreement. I think this would be better than true procedural music anyway. More control over exactly how it sounds.
I like it, sure, and you can code it to work pretty easily. But how would you about making the music itself? That sounds like it would be the tougher part (at least if it sounded "natural" or whatever word best describes it). I'm sure it could be done, Notch and C841 (Is that right?) are both quite competent.
The qualities of the surroundings will not change quickly. It doesn't need to check hem every loop, and the check can be spread out over time. Detecting the world does not need to be an issue.
I would like to see context-sensitive music combined with this, not merely location. Darkness, night, nearby mobs, equipped item(mainly weapon or non-weapon, perhaps even material), and height could be mixed in, so huddling in your base while surrounded by zombies would be different than casual mining which would be different than fighting off an ambush.
This would definitely be good. The only thing I would miss is the calming effect of the original music. If I don't have that calming tune even as I attack skeletons and creepers, I am going to **** myself every time I enter a cave.
"So the new ambient cave sounds have got me thinking. I was thinking that cave noises should be more like rumbling music, as opposed to gusts of wind. When a player-made wall is made, the "cave aspect" of a certain radius is negated.
By then, I started getting REALLY ambitious. I thought that depending on blocks the player/nature has placed, the notes/pitch / types of chords/tunes found in the music surrounding the player should change. For instance, a basic cave has the rumbly cave-y music. As I add more wood, the cave music switches to a slightly lighter, "warmer" tone and has different notes.
tl;dr: Procedurally generated music? Aww yeah. "
I got a positive reception from a few people. They suggested that when near sand, beachy tunes would be added, with cobblestone a sort of "castle-y" kind of thing, etc. The gradually-changing music would be based on the proportion of types of blocks around it.
Of course, any music devices we may get later would replace the music in the area with the preset music as defined by the device.
As for how it would work,
Would this be possible? Discuss the idea.
Edit: Mystify had an idea for situational-based music alongside location-based music. What he said was:
I do think this would add a lot of atmosphere to the game.
this would be a great thing to add to minecraft, considering how unappreciated sound seems to be in many of today's games (indie or not) this level of attention to music from minecraft would be awesome.
only thing i would be concerned about is processing power, though i suppose if its eating too much resources from your machine you could just turn music off.
In a perfect world, this'd be awesome, but I prefer to keep the processing speed over such an insignificant update game-playwise.
depends on how its implemented, its entirely possible that it wouldnt have much of an impact at all, but thats up to how notch would code it. i do agree though, it sounds like it might rape some people's computers, which is why there is already an option in-game to disable music.
have you read the thread? =|
if you have, then i can say its because the game has to retreive the type, location, and number of all the surrounding blocks then calculate and generate music to be played.
so do that once at the beginning of each music loop. it can be as simple as this.
Is there stone in a straight line above the player? We're in a cave.
Is there wood above the player, and around that piece of wood? Wer'e in a house.
Are we more than 100 meters above sea level? We're on a hill.
Above water and below open sky? We're at sea.
Are there monsters within ten blocks? There's a fight going on.
It doesn't have to be complex, just clever.
if theres stone above a player it doesnt mean he is in a cave. if the player being in a house is a call for a sound, thats pretty lame. the player can be far above sealevel on his floating island, why would you want a hillsound then?
i could go on and on, but this "cleverness" really isnt very clever at all. read the thread once again, its procedural and each individual block would determine the sound played. i understand what your saying, but yours is a different idea entirely.
To hell with re-reading, I am not interested in examining it that closely. It's just a suggestion of the type of things to do. I don't expect brilliance from an example that took me 20 seconds to come up with.
So cave noises would play in slight overhangs? yeah, I can see why that might bother you. but this TYPE of thing is what could work. It's a bit of a different direction from the original post, since it's just different bits of similar, pre-made music, and not entirely generated music with unique chords and whatnot, but it addresses the concerns of other posters here, and if done right, it'd have the same effect. You know?
no, not really, try again Mr. slippery slope argument.
exactly. however, the procedural music would be interesting.
I would like to see context-sensitive music combined with this, not merely location. Darkness, night, nearby mobs, equipped item(mainly weapon or non-weapon, perhaps even material), and height could be mixed in, so huddling in your base while surrounded by zombies would be different than casual mining which would be different than fighting off an ambush.
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Former King of Alesgan