Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Music Composition in SC using "note" wavs
Music Composition in SC using "note" wavs
Aug 21 2008, 2:24 am
By: StrikerX22  

Aug 29 2008, 7:19 am StrikerX22 Post #21



I'm not sure why you need it to be an 8th of a second... as it's normally about a 12th with hypers. I'm also not sure what you're referring to for the 24 parts thing... is this sc or audacity or what? the framerate i guess is around 24 btw, as suggested by unit death detection triggers. I wouldn't know any real number though.

So if you try making it exactly a half a second, it breaks? weird.



None.

Aug 29 2008, 2:31 pm Magicide Post #22

Sleeping wolves wake hungry.

Madroc really knows what he's talking about.

Btw, if any samples are needed for this, let me know.




Aug 29 2008, 5:14 pm PCFredZ Post #23



It's more practical to just splice up a song into segments a few seconds in length instead of try to piece it together note by note. Considering that repetition is present in most songs, this would almost certainly work for whatever you're working with. If the scale of your map is so big that you need to cut down on every sound file just to reduce its size to a desired amount, you probably need strings for display text more than you need them for .wav paths.




Aug 29 2008, 6:43 pm Madroc Post #24



OK i tested it and it is choppy. The system would sound TERRIBLE for small melodies but great for, symphonies. I'd rather not post my test as it could discourage many of us. If I post anything it will probably be Beethoven's Fifth (if I can find the music).

Also I created a system so that it would take 10-15 seconds to input each note in SCMdraft, regardless of length of the note.

Two things-

1. Are we sure that each trigger cycle is exactly 1/12 of a second (.08333333...)?

2. Are we sure that being in fastest map speed doesnt change the speed of the tune? (EDIT I figured this one out nevermind)

EDIT - CRAP! Audacity can't generate tones below an E (which has a frequency of 164.81)!! Does anyone else know of a better tone generator?

Post has been edited 2 time(s), last time on Aug 29 2008, 7:25 pm by madroc.



None.

Aug 30 2008, 12:28 am Symmetry Post #25

Dungeon Master

Quote from Madroc
1. Are we sure that each trigger cycle is exactly 1/12 of a second (.08333333...)?

IIRC it's 1/11.8, but don't take my word for it.



:voy: :jaff: :voy: :jaff:

Aug 30 2008, 1:38 am Madroc Post #26



Wow that might be what's causing my problems. Please if anyone knows exactly what it is that would be real nice.



None.

Aug 30 2008, 5:05 am StrikerX22 Post #27



Quote from PCFredZ
It's more practical to just splice up a song into segments a few seconds in length instead of try to piece it together note by note. Considering that repetition is present in most songs, this would almost certainly work for whatever you're working with. If the scale of your map is so big that you need to cut down on every sound file just to reduce its size to a desired amount, you probably need strings for display text more than you need them for .wav paths.
Was gonna post this a lot earlier... stupid internet randomly going out for like 8 hours....

Your map doesn't have to be "big" in order to use music in different places. Yes, the string issue has already been addressed. The number of strings it would take up is probably about 42 at most, with 1 instrument and 3 octaves of notes, and 6 drum sounds (snare, bass, cymbal, and 3 toms) or 7-9 if you want high hat open and/or shut, and ride cymbal, or anything else extra of course. It's significant, but not huge. If you keep the music within about 2 octaves, you bring it down from 42+ to 30+.

The idea is to not LET the map size become big because of sounds. Not to reduce something already big. Unless you're using the same repetitions in each song, you're not going to save a lot of space, and you're not able to make the songs have much variety. With my method, you can have the 2nd verse have a little more spice than the 1st verse, and hence make it actually sound like a cooler song. Most songs have some repetition, but it's not complete repetition. They mix it up.



None.

Sep 8 2008, 9:14 pm Sand Wraith Post #28

she/her

Testing would be a pain in the ass unless you knew exactly what you are trying to compose (or if you've pre-composed it).




Sep 8 2008, 9:35 pm Madroc Post #29



I've bookmarked the score to Beethoven's Fifth. There are also many other scores you can get for free online. Also if you wanted to do a simple test, just do like twinkle twinkle little star or something (I made a map that played that about 3 weeks ago but it didn't sound that great; needs for testing.)

Sorry I haven't done any more testing; I haven't had any time although I am pretty confident this idea will succeed.



None.

Sep 13 2008, 7:32 pm O)FaRTy1billion[MM] Post #30

👻 👾 👽 💪

This is an interesting idea that has been thought of a lot but never done that I know of. I thought of this a long time ago for dynamic music and making it easy to start and stop... Lag screen also would make an immediate pause in it, but it would start right back up. I guess I could've stolen some instrument sounds from fruityloops, but I'm generally bad at making music anyway.
Another idea relevent to this was just slice the music and then remove any redundancy, so you are playing like 1 second clips in sequence.
The chk format allows for recognition of 1024 wavs by the editor. Triggers reference the STR section, not the WAV section. You could manually add and edit stuff to use shorter filenames to fit more into the STR section. Unfortunately all editors fail at the STR section, despite it being not hard to deal with.
If string capacity is a concern, edit how they are stored. Like find some convention so information is represented by as little as possible, and then make the MPQ path m\ isntead of staredit\wav\.

Also for 16th notes, you can just ignore them. >.> <.< Or you can make them in pairs.

Post has been edited 4 time(s), last time on Sep 13 2008, 7:41 pm by FaRTy1billion.



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Sep 17 2008, 6:31 pm PCFredZ Post #31



Quote from StrikerX22
Quote from PCFredZ
It's more practical to just splice up a song into segments a few seconds in length instead of try to piece it together note by note. Considering that repetition is present in most songs, this would almost certainly work for whatever you're working with. If the scale of your map is so big that you need to cut down on every sound file just to reduce its size to a desired amount, you probably need strings for display text more than you need them for .wav paths.
Was gonna post this a lot earlier... stupid internet randomly going out for like 8 hours....

Your map doesn't have to be "big" in order to use music in different places. Yes, the string issue has already been addressed. The number of strings it would take up is probably about 42 at most, with 1 instrument and 3 octaves of notes, and 6 drum sounds (snare, bass, cymbal, and 3 toms) or 7-9 if you want high hat open and/or shut, and ride cymbal, or anything else extra of course. It's significant, but not huge. If you keep the music within about 2 octaves, you bring it down from 42+ to 30+.

The idea is to not LET the map size become big because of sounds. Not to reduce something already big. Unless you're using the same repetitions in each song, you're not going to save a lot of space, and you're not able to make the songs have much variety. With my method, you can have the 2nd verse have a little more spice than the 1st verse, and hence make it actually sound like a cooler song. Most songs have some repetition, but it's not complete repetition. They mix it up.
The amount of strings that you're referring to would equate to octaves on just a SINGLE instrument. Even DOS games from the 20th century had MIDI engines with dozens of different instruments. If you wanted to create a composition that is halfway decent, you'll need at least 3-4 different instruments. So unless you're intending to make your entire song a grand piano solo, splicing up an existing song is much more practical.



None.

Sep 17 2008, 8:53 pm Madroc Post #32



If we get it to work right, as planned, with a really small amount of space (3 or so seconds total) then the instruments will sound really unlike the original sounds, so I'd say that piano is definitely out of the question unless we times the 3 second number by, oh, 6 or so. Double the 3 seconds for 2 different timbres and triple for 3 different timbres, but I think that maybe we will have 2 different timbres.

So if we did a movement of Beethove, would you rather have 5 minutes of sound (beethoven repeats a lot so splicing up is practical) or 6 seconds (for 2 different instruments)?

That's the use of this idea, I think that it will sound bad but still impressive and listenable.

I'm gonna work on this a little right now!

EDIT: Damnit, I didn't get to it..

Post has been edited 1 time(s), last time on Sep 18 2008, 2:51 am by madroc.



None.

Sep 18 2008, 6:41 am PCFredZ Post #33



I'm assuming that you are making different durations of a note by simply replaying the note once its first copy has just finished. I don't know if you've realized this already, but you can mimic a louder note simply by multiple Play Sound actions on the save .wav file.



None.

Sep 18 2008, 8:15 am Madroc Post #34



Damn, I wish I knew more about note wavs and programs. I'd estimate that it will take me about 10 hours before I start making really inspiring progress. Adding school into the mix... 1-2 months. So sorry.. STUPID SCHOOL

Quote from name:
I'm assuming that you are making different durations of a note by simply replaying the note once its first copy has just finished. I don't know if you've realized this already, but you can mimic a louder note simply by multiple Play Sound actions on the save .wav file.

Thanks for trying to be helpful.
Edit sorry fred, I was in a mood last night... but yeah we will use that for dynamics.

Post has been edited 2 time(s), last time on Sep 18 2008, 4:56 pm by madroc.



None.

Oct 6 2008, 10:07 pm Zhuinden Post #35



http://www.mediafire.com/?sunxanry3ym

Is this what you are looking for? This map has a few flaws, but I think this might be it.



None.

Oct 7 2008, 12:01 am Sand Wraith Post #36

she/her

Something like that, I suppose, but not for the actual gameplay.




Nov 7 2008, 3:48 am MetalGear Post #37



i did something like this about a year ago. it was a pretty heavy download at around 2.5mb. however i used tracks instead of notes. i had 16 tracks total that would each loop a different instrument/sound effect. each file lasted about 8 seconds, and could individually be turned on or off. its possible to have multiple tracks playing simultaneously and co-ordinate them to play in time. i think you should try it out even if its for your own satisfaction. good luck with it.



None.

Nov 7 2008, 10:24 pm Madroc Post #38



I've stopped working on it, for the time it takes to work on it and test it it's just not worth it :(

really :( it could have been decent..



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