Difference between revisions of "Music library"

From The Game-Maker Archive
Jump to navigationJump to search
 
(124 intermediate revisions by the same user not shown)
Line 1: Line 1:
Whereas [[Game-Maker]] provided powerful, well-designed utilities for drawing, defining, and organizing graphical elements — tiles, sprites, maps — the sound side of things was always kind of shrug. It wasn’t until the last few versions that the software supported [[Sound Blaster]] audio, and formats it supported were… curious. Any digital samples had to be in [[.VOC]] format, and any music in the very peculiar .CMF. Whereas even now it is possible to find audio applications that support .VOC, there never really were any popular sequencers or conversion utilities for .CMF.
+
[[File:VisualComposer.png|320px|thumb|AdLib Visual Composer]]Whereas [[Game-Maker]] provided powerful tools for drawing, defining, and organizing visual elements — tiles, sprites, maps — the sound side of things was always kind of an afterthought. [[Sound Designer]] is solid for editing simple PC speaker effects, then with Game-Maker 2.0 came native [http://en.wikipedia.org/wiki/Sound_Blaster Sound Blaster] support. Although the upgrade was welcome, the formats that RSD chose to support were... curious. Any digital samples had to be in 8000 kHz 8-bit mono [[.VOC]] format, and any music in the very peculiar and proprietary .CMF. Whereas even now audio applications like Adobe Audition support .VOC, there never really were any obvious sequencers for .CMF. The lack of tools was a regular frustration for most Game-Maker users.
  
So what you’ll often find is Game-Maker games with original, brilliant visuals and subversive design that borrow most of their sounds and all of their music from the demo libraries, or even from other Game-Maker games. If the original author complained, the derivative author would issue an update and give him a credit. It was a different era.
+
Ad Lib's very popular [[AdLib Visual Composer|Visual Composer]] did output a related format, which could be easily converted into .CMF files. This fact, however, was never well documented -- and as popular as Visual Composer was amongst sound professionals, it was something of an open secret -- released years before most PC owners even had a sound card, alongside hardware that was quickly supplanted by Creative's more versatile cards.
  
==Stock tracks==
+
So what you’ll often find is Game-Maker games with original, brilliant visuals and subversive design that borrow most of their sounds and all of their music from the demo libraries, or even from other Game-Maker games.
  
===GMSONG1.CMF===
+
Game-Maker came with a limited set of stock pieces, which tend to populate most games. Designers also got clever, tracking down .CMF files on [[BBSes|bulletin boards]] and hacking existing commercial or shareware games -- especially early Epic Megagames releases -- for their music. Most users built up a small personal library to plug in the way a film editor uses temp tracks, while waiting for RSD to implement a more obvious music format.  
[[File:GMSong1.mp3]]<br />
 
 
 
Sort of the ''Super Mario Bros.'' overworld theme or Green Hill Zone theme of the [[Game-Maker]] world. Used in nearly every Game-Maker game in some form, often in the first level or primary area.
 
 
 
====Known uses:====
 
* ''[[Sample]]'' (Overworld)
 
* ''[[Nebula]]'' (Titles, Star map)
 
* ''[[Penguin Pete]]'' (Overworld, Maze 6)
 
* ''[[Tutor]]'' (Level 2)
 
* ''[[A-J's Quest]]'' (Level 1)
 
 
 
 
 
 
 
===GMSONG2.CMF===
 
[[File:GMSong2.mp3]]<br />
 
 
 
A traipsing, bucolic theme often used for laid-back, period, or natural settings. After GMSONG1, probably the most common theme.
 
 
 
(There is no GMSONG3 and, at least for public use, there never was.)
 
 
 
====Known uses====
 
* ''[[Nebula]]'' (Blue planet)
 
* ''[[Penguin Pete]]'' (Mazes 1 & 2, Last stage)
 
* ''[[Houses]]'' (Hero map)
 
 
 
 
 
 
 
===GMSONG4.CMF===
 
[[File:GMSong4.mp3]]<br />
 
 
 
Otherwise known as the ''Jaws'' track. It's not literally the theme from the movie, but it evokes a similar feeling. Used for dark and sinister moments. The bit where it switches to a childlike melody is especially unnerving.
 
 
 
====Known uses====
 
* ''[[Pipemare]]'' (Level 1)
 
* ''[[Penguin Pete]]'' (Maze 3, Underwater)
 
* ''[[Tutor]]'' (Level 3)
 
* ''[[Houses]]'' (Ending)
 
 
 
 
 
 
 
===GMSONG5.CMF===
 
[[File:GMSong5.mp3]]<br />
 
 
 
A track suggesting wonder and adventure; a wide-eyed journey into the unknown. Sometimes there's danger. Sometimes there are concepts and technologies beyond your understanding. Sometimes it's thrilling. Sometimes a little overwhelming.
 
 
 
====Known uses====
 
* ''[[Pipemare]]'' (Level 2)
 
* ''[[Penguin Pete]]'' (Maze 4)
 
* ''[[Tutor]]'' (Level 1)
 
* ''[[Houses]]'' (Biker map)
 
 
 
 
 
 
 
===GMSONG6.CMF===
 
[[File:GMSong6.mp3]]<br />
 
 
 
An arrangement of "[http://en.wikipedia.org/wiki/Beer_Barrel_Polka Beer Barrel Polka]", often used sort of interchangeably with GMSONG2. Also used for droll, sardonic, or otherwise strange moments.
 
 
 
====Known uses====
 
* ''[[Sample]]'' (Menu)
 
* ''[[Penguin Pete]]'' (Maze 5, Final area)
 
* ''[[Houses]]'' (Heroine map)
 
 
 
 
 
 
 
===GMOPENIN.CMF / GM_OPENI.CMF===
 
[[File:GMOpenin.mp3]]<br />
 
 
 
A brief fanfare heard at the start of many games. Its main problem is that it immediately repeats, creating a maddening DVD menu effect if you allow it to sit too long on one element.
 
 
 
====Known uses====
 
* ''[[Sample]]'' (Ending)
 
* ''[[Pipemare]]'' (Ending)
 
* ''[[Nebula]]'' (Ending)
 
* ''[[Penguin Pete]]'' (Menu, Ending)
 
* ''[[Houses]]'' (Menu)
 
* ''[[Terrain]]'' (Menu)
 
 
 
===GMZARDOZ.CMF===
 
[[File:GMZardoz.mp3]]<br />
 
 
 
A theme that begins with the famous GMOPENIN fanfare, and then transitions into a dark, contemplative, medium-tempo yet driving traveling music. Calls to mind dungeon exploration with a mission.
 
 
 
====Known uses====
 
* TBC
 
 
 
 
 
 
 
===GMDARKMO.CMF===
 
[[File:GMDarkmo.mp3]]<br />
 
 
 
Another dark, contemplative piece. A bit mechanical-sounding. Often used for moments involving concentration, focus, or determination. When this music appears, that's when things get serious.
 
 
 
====Known uses====
 
* TBC
 
  
 +
==Stock tracks==
  
 +
These are the tracks included in the Game-Maker sample library, and used to track all of [[RSD]]'s demo games. They are, therefore, the most commonly reused pieces.
  
===GMRAILRO.CMF===
+
: ''See: [[Stock tracks]]''
[[File:GMRailro.mp3]]<br />
 
  
A moody minor-key piece with percussive, driving piano. Tense, a bit mournful, and old-fashioned sounding.
+
==Common tracks==
  
====Known uses====
+
In later versions, Game-Maker came with many more demo games by a variety of authors. The following tracks were included in those games, and so may also be considered in regular distribution.
* TBC
 
  
 +
: ''See: [[Common tracks]]''
  
 +
== Original composers ==
  
===GMMOONLT.CMF===
+
A few users managed to bypass the technical problems and compose at least a little music for their games. Some users made it a regular process.
[[File:GMMoonlt.mp3]]<br />
 
  
An arrangement of Bethoven's Piano Sonata No. 14, aka The ''Moonlight Sonata''. Often used for water levels, for some reason. Also distinguished as one of the few stock tracks not to contain an awkward loop within the first two minutes. A player might finish a whole level before the track finishes.
+
: ''See: [[:Category:Original musicians|Original musicians]]''
 +
: ''See: [[:Category:Original music|Original music]]''
  
====Known uses====
+
== Tools ==
* TBC
 
  
 +
* [[AdLib Visual Composer]]
 +
* [[Sound Designer]]
  
 +
== Links ==
  
===Other tracks===
+
* [http://www.shikadi.net/moddingwiki/CMF_Format Creative Music File format @ moddingwiki]
* '''GMABOUT.CMF''' (?)
+
* [http://www.vgmpf.com/Wiki/index.php?title=CMF CMF @ Videogame Music Preservation Wiki]
* '''NEBULAC.CMF''' (?)
+
* [openmpt.org/ Open MPT] - Modplug tracker (for converting tracker files to MIDI)
* '''GMDEMO1.CMF''' (a series of sound effects)
+
* [http://www.shikadi.net/utils/mid2cmf MID2CMF] -- MIDI format 0 to CMF format
* '''GMSTARFM.CMF''' (?)
+
* '''[http://cd.textfiles.com/soundsensations/CONVERT/ROL-CMF/ ROL2CMF]''' - For converting .ROL files and sound banks into .CMF files.
* '''GMLOST.CMF''' (?)
+
* [http://www.dcee.net/Files/Music/Convert/ Various other converters] - MIDI to .ROL, and so on. Expect to do lots of cleanup.
* '''GMDOINGY.CMF''' (?)
+
* [http://www.programmersheaven.com/download/4470/download.aspx CMFStuff - Utilities For Working With CMF Music Files]
* '''GENTLE.CMF''' (?)
+
* [http://www.winamp.com/plugin/adplug/10240 AdPlug] -- WinAmp plugin for [[.CMF]] files
* '''EGYPTION.CMF'''  ''[sic]'' (?)
 
* '''SPOOKY.CMF''' (?)
 
* '''AJTHEME.CMF''' (By [[A-J Games]]; a poorly converted fanfare, originating as a .MOD file)
 
* '''LARS.CMF''' (By [[A-J Games]]; a noisy conversion of a .MOD file to a .MID to a .CMF)
 
  
==Links==
 
* [http://www.shikadi.net/moddingwiki/CMF_Format The .CMF file format]
 
  
[[Category:Formats and Tools]]
+
[[Category:Information]]
 +
[[Category:Music]]

Latest revision as of 12:03, 12 October 2011

AdLib Visual Composer

Whereas Game-Maker provided powerful tools for drawing, defining, and organizing visual elements — tiles, sprites, maps — the sound side of things was always kind of an afterthought. Sound Designer is solid for editing simple PC speaker effects, then with Game-Maker 2.0 came native Sound Blaster support. Although the upgrade was welcome, the formats that RSD chose to support were... curious. Any digital samples had to be in 8000 kHz 8-bit mono .VOC format, and any music in the very peculiar and proprietary .CMF. Whereas even now audio applications like Adobe Audition support .VOC, there never really were any obvious sequencers for .CMF. The lack of tools was a regular frustration for most Game-Maker users.

Ad Lib's very popular Visual Composer did output a related format, which could be easily converted into .CMF files. This fact, however, was never well documented -- and as popular as Visual Composer was amongst sound professionals, it was something of an open secret -- released years before most PC owners even had a sound card, alongside hardware that was quickly supplanted by Creative's more versatile cards.

So what you’ll often find is Game-Maker games with original, brilliant visuals and subversive design that borrow most of their sounds and all of their music from the demo libraries, or even from other Game-Maker games.

Game-Maker came with a limited set of stock pieces, which tend to populate most games. Designers also got clever, tracking down .CMF files on bulletin boards and hacking existing commercial or shareware games -- especially early Epic Megagames releases -- for their music. Most users built up a small personal library to plug in the way a film editor uses temp tracks, while waiting for RSD to implement a more obvious music format.

Stock tracks

These are the tracks included in the Game-Maker sample library, and used to track all of RSD's demo games. They are, therefore, the most commonly reused pieces.

See: Stock tracks

Common tracks

In later versions, Game-Maker came with many more demo games by a variety of authors. The following tracks were included in those games, and so may also be considered in regular distribution.

See: Common tracks

Original composers

A few users managed to bypass the technical problems and compose at least a little music for their games. Some users made it a regular process.

See: Original musicians
See: Original music

Tools

Links