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Found 12 results

  1. Hey all, just letting people know that I released the first version of Xenoscape, a simple mod that's designed to add and replace the music in the game. I loved the Xenonauts game from start to finish, but thought that it could've probably used a more distinct atmosphere for it music-wise. Since I've recently been making electronic music anyway, thought it might be interesting to try modding a game with it as its background. This is the first time I tried anything like this (usually I tend to focus on live performances only) and it's a work-in-progress experiment of sorts, but would love to hear what people think. As mentioned below, the style is sort of a mix of IDM, ambient, and a jam band -- I think taste-wise it's a pretty niche thing, but thought it might fit the sort of eerie, weird atmosphere of the game itself. Most of the tracks are improvised on a ROLI Seaboard in a very weird way, so the sound has a kind of "raw" quality to it that you normally wouldn't get from traditional recording techniques. The mod has over 3.5 hours of music in it, so it's pretty large. (~400MB) If you play very quickly (or like to save/reload a lot ), there's a good chance that you might not even get to the end of a lot the tracks. Hoping this will increase immersion, if anything. It's been a pain trying to get it on the Steam Workshop because of its size limitations but it'll be up there as soon as I figure out a workaround. Looking forward to Xenonauts 2, by the way! Hoping that the game will continue to support the modding community for the next release. FYI - I've been having issues with volume control in-game...it doesn't seem like the "volume" parameter in the sounds and sounds_gc files are always responsive. If it becomes a major issue I try for another update, but we might leave it if it doesn't bother people that much. Let me know if you think there's anything that can be done. Description and links here: Xenoscape is an original music add-on mod for Xenonauts, designed to replace and change the atmosphere of the game throughout its gameplay. Most of the tracks are longer than the play-duration of each setting (Air Combat finishes in under a minute, usually, but the track goes on for much longer) for increased immersion. The style is a mix of 80s cheese-synths, IDM, ambient music, and improv. If you enjoy jam bands you might like this mod, since most of it is improvised!! Tracks 3 Air Combat Tracks 4 Geoscape Tracks 3 Day Combat Tracks 3 Night Combat Tracks Main Menu Track YouTube Playlist: Nexus: http://www.nexusmods.com/xenonauts/mods/18? If you enjoyed the music and would like to support the lab, like the YouTube videos and subscribe to our YouTube channel, and stream the music directly from the site at any time. The channel will be periodically updated for new projects and musics in the works! http://tangerine.fm
  2. I've been trying to mod the music files and been having some issues with normalizing and balancing the audio files in relation to the game. I've normalized the music files themselves to a standardized -3dB and they sound all pretty even, but I've noticed that in-game the volume levels seem to be all over the place. In the sounds_gc.xml the code is listed as such: <General> <Sound name="GC Music" volume="0.7" group="2" comment="Music played during the GC missions"> <Wave>audio/music/Ground Combat Day 1.ogg</Wave> <Wave>audio/music/Ground Combat Day 2.ogg</Wave> <Wave>audio/music/Ground Combat Day 3.ogg</Wave> </Sound> <Sound name="GC Music Night" volume="0.7" group="2" comment="Music played during the GC night missions"> <Wave>audio/music/Ground Combat Night 1.ogg</Wave> <Wave>audio/music/Ground Combat Night 2.ogg</Wave> <Wave>audio/music/Ground Combat Night 3.ogg</Wave> </Sound> <!-- It is possible to have per-tileset music by apending " - <tilesetname>" to name, e.g. "GC Music Night - town" --> In sounds.xml (not sure why it's separated like this, but it is what it is, I guess): <Sound name="MainMenumusic" volume="0.7" repeattime="0" group="2" comment="BGM for the main menu."> <Wave>audio/music/Main Menu.ogg</Wave> </Sound> <Sound name="Geomusic" volume="0.7" repeattime="0-1" group="2" comment="BGM for the geoscape."> <Wave>audio/music/Geoscape 1.ogg</Wave> <Wave>audio/music/Geoscape 2.ogg</Wave> <Wave>audio/music/Geoscape 3.ogg</Wave> </Sound> <Sound name="AirCombatMusic" volume="1.0" repeattime="0-1" group="2" comment="Played while the air combat lasts."> <Wave>audio/music/Air Combat 1.ogg</Wave> </Sound> I've been adjusting the volume levels in these files, with my in-progress mod as the highest priority, but the volume controls doesn't seem to have any effect. The air combat music sounds too soft and the night combat music in particular sounds so loud that it's been causing clipping issues in-game. When I looked at the original music files, it seems like whoever did the music for it went around the problem by normalizing each sound file differently (compressed like hell for Air Combat, really soft for Ground Combat Night), which isn't really a good solution. Not sure if there's a fix for this -- if it's an issue with the modding process or the game itself. Can anyone confirm that this is in fact a bug? I've set the volume to 0 for some of them with no effect. Not sure if it's the game, or an issue on my end that I need to fix.
  3. I've been trying to mod the music files and been having some issues with normalizing and balancing the audio files in relation to the game. I've normalized the music files themselves to a standardized -3dB and they sound all pretty even, but I've noticed that in-game the volume levels seem to be all over the place. In the sounds_gc.xml the code is listed as such: <General> <Sound name="GC Music" volume="0.7" group="2" comment="Music played during the GC missions"> <Wave>audio/music/Ground Combat Day 1.ogg</Wave> <Wave>audio/music/Ground Combat Day 2.ogg</Wave> <Wave>audio/music/Ground Combat Day 3.ogg</Wave> </Sound> <Sound name="GC Music Night" volume="0.7" group="2" comment="Music played during the GC night missions"> <Wave>audio/music/Ground Combat Night 1.ogg</Wave> <Wave>audio/music/Ground Combat Night 2.ogg</Wave> <Wave>audio/music/Ground Combat Night 3.ogg</Wave> </Sound> <!-- It is possible to have per-tileset music by apending " - <tilesetname>" to name, e.g. "GC Music Night - town" --> In sounds.xml (not sure why it's separated like this, but it is what it is, I guess): <Sound name="MainMenumusic" volume="0.7" repeattime="0" group="2" comment="BGM for the main menu."> <Wave>audio/music/Main Menu.ogg</Wave> </Sound> <Sound name="Geomusic" volume="0.7" repeattime="0-1" group="2" comment="BGM for the geoscape."> <Wave>audio/music/Geoscape 1.ogg</Wave> <Wave>audio/music/Geoscape 2.ogg</Wave> <Wave>audio/music/Geoscape 3.ogg</Wave> </Sound> <Sound name="AirCombatMusic" volume="1.0" repeattime="0-1" group="2" comment="Played while the air combat lasts."> <Wave>audio/music/Air Combat 1.ogg</Wave> </Sound> I've been adjusting the volume levels in these files, with my in-progress mod as the highest priority, but the volume controls doesn't seem to have any effect. The air combat music sounds too soft and the night combat music in particular sounds so loud that it's been causing clipping issues in-game. When I looked at the original music files, it seems like whoever did the music for it went around the problem by normalizing each sound file differently (compressed like hell for Air Combat, really soft for Ground Combat Night), which isn't really a good solution. Not sure if there's a fix for this -- if it's an issue with the modding process or the game itself. Can anyone confirm that this is in fact a bug? I've set the volume to 0 for some of them with no effect.
  4. Hi all -- I was interested in making a simple mod that would replace some of the background music in the game, and had a few questions about the audio engine that's built into the system. I went through some of the files and I found the folder with the .ogg files in them. They're listed as such: Air Combat 1 Geoscape 1 Geoscape 2 Geoscape 3 Ground Combat Day 1 Ground Combat Day 2 Ground Combat Day 3 Ground Combat Night 1 Ground Combat Night 2 Ground Combat Night 3 Main Menu The listing seems pretty straightforward, but adding additional files to this naming scheme doesn't seem to work. (Air Combat 2, for example.) Are these files hardcoded into the game itself, so am I limited to just replacing these exact files? I've also noticed that the original music for the Air Combat sometimes overrides the new file I put in, even if it's completely gone. Not sure where it's pulling the data from when that happens.
  5. I commonly listen to music other than the in game music when i play to get me more interested in the game even if its not part of it, I especially like listening to disco like genres including (night-core, trance, electronic and a little bit of techno) I am interested in what songs you guys listen to if you listen to any
  6. Howdy! Big fan of the game, and also of the soundtrack. Coming up on a hundred hours, I thought it would be nice if there were more tracks in the mix to prevent frequent looping, so I set about to make some entirely new ones that could play alongside (and hopefully match the quality of) the originals. This is what I came up with, and I'm fairly proud of it! >> CLICK ME! DO IT! << This pack includes two new Geoscape songs, and three new daytime combat songs. Simply extract into your assets folder and voila.
  7. Hi, i would like to ask if air combat music is final one. I honestly hope not, because it is absolutely terrible. Every time i hear it i get so frustrated i have to exit the game immediately. It would not even fit amateur Japanese MMORPG, let alone an Xcom game. I wanted to simply resolve it by disabling ingame music and playing my own, but even when i roll music volume slider to minimum, music still plays (probably bug).
  8. While cruising YouTube for authentic ufo vids, as I often ddo, I found some amazing background music that was perfect for xenonauts! Anyone figured out yet how to add custom music?
  9. YUP time for personal questions! So who music group/musician intrest you?
  10. Every once in a while, rhythm based games get released on an unsuspecting public. While games like Guitaur Hero or Rock Band, based on licenced content and plastic toys are the big ones, you also get games like Vib Ribbon, or Rez, or Audioosurf which explore the often untouched area of rhythm games far more deeply than the Hero or Band series of games do. Aleksi, have you ever been a contributor to a rhythm based game? If you have, which one? If you haven't, would you want to?
  11. Playing the kickstarter demo now. Everything is impressive but I especially enjoy the music. Really great stuff
  12. Not that I don't appreciate the fine tracks so far put together, but could there be a built-in option to diversify the game music? Taking it a step further from a feature standard since GTA III, could this be even more robust? Say, let players set it up so MP3s are played randomly from File X for X situations, File Y for Y situations, and File Z for Z situations? (Situations including nighttime ground combat, or air combat, or daytime ground combat, or the like.
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