Difference between revisions of "Music library"

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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 a shrug. Although there's a decent editor for PC speaker-based squawks, [http://en.wikipedia.org/wiki/Sound_Blaster Sound Blaster] support only came around with the software's 2.0 release, and the 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.
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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 a shrug. Although there's a decent editor for PC speaker-based squawks, [http://en.wikipedia.org/wiki/Sound_Blaster Sound Blaster] support only came around with the software's 2.0 release, and the 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 obvious sequencers for .CMF.
  
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.
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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.
  
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. If Game-Maker were ever to support a better format, or come with a custom music editor, then those temp tracks would get swapped out. Except none of that ever happened.
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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.
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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.  
  
 
==Stock tracks==
 
==Stock tracks==
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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.
 
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.
  
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: ''See: [[:Category:Original musicians|Original musicians]]''
 
: ''See: [[:Category:Original musicians|Original musicians]]''
 
: ''See: [[:Category:Original music|Original music]]''
 
: ''See: [[:Category:Original music|Original music]]''
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== Tools ==
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* [[AdLib Visual Composer]]
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* [[Sound Designer]]
  
 
== Links ==
 
== Links ==
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* [openmpt.org/ Open MPT] - Modplug tracker (for converting tracker files to MIDI)
 
* [openmpt.org/ Open MPT] - Modplug tracker (for converting tracker files to MIDI)
 
* [http://www.shikadi.net/utils/mid2cmf MID2CMF] -- MIDI format 0 to CMF format
 
* [http://www.shikadi.net/utils/mid2cmf MID2CMF] -- MIDI format 0 to CMF format
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* '''[http://cd.textfiles.com/soundsensations/CONVERT/ROL-CMF/ ROL2CMF]''' - For converting .ROL files and sound banks into .CMF files.
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* [http://www.dcee.net/Files/Music/Convert/ Various other converters] - MIDI to .ROL, and so on. Expect to do lots of cleanup.
 
* [http://www.programmersheaven.com/download/4470/download.aspx CMFStuff - Utilities For Working With CMF Music Files]
 
* [http://www.programmersheaven.com/download/4470/download.aspx CMFStuff - Utilities For Working With CMF Music Files]
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* [http://www.winamp.com/plugin/adplug/10240 AdPlug] -- WinAmp plugin for [[.CMF]] files
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[[Category:Information]]
 
[[Category:Information]]
 
[[Category:Music]]
 
[[Category:Music]]

Revision as of 11:56, 12 October 2011

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 a shrug. Although there's a decent editor for PC speaker-based squawks, Sound Blaster support only came around with the software's 2.0 release, and the 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 obvious sequencers for .CMF.

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