Showing posts with label music. Show all posts
Showing posts with label music. Show all posts

Friday, May 25, 2012

Where to legally buy Diablo 3 soundtrack?

Question

You can agree with me, Diablo 3 has an awesome soundtrack.

I've searched iTunes to buy it as an album, but it's not on there.

I've found some good rips on Youtube, but here's the thing, I want to encourage the artists and am looking for a way to LEGALLY buy Diablo 3 OST.

Asked by Fredy31

Answer

I'm not sure why it wouldn't have shown up in a search for you, but the soundtrack has been available on iTunes for a couple of days now:

http://itunes.apple.com/ca/album/id521963750

Answered by cloudymusic

Tuesday, May 22, 2012

In the Basshunter song “Boten Anna” (edit “DOTA”), what game is he talking about playing?

Question

Basshunter has a techno song called "Boten Anna", sang in another language, but you can easily find translations for it. He is talking about playing a game, and if I am not mistaken, the game is called "Boten Anna". However, if I search that term, all I come up with is the Basshunter song. What game is he talking about playing?

Also I think I recalled him talking about "Dota". Maybe that is the game he was talking about? Or maybe that was a different song referencing Dota.

Correct song name is "Dota". Made mistake thinking about wrong song name. And the game is actually called DoTA.

Asked by gameaddict

Answer

As the others have said, it's about an IRC bot.

BUT - basshunter does have a song about DOTA.

Answered by xstnc

Thursday, May 10, 2012

Why did many commodore 64 games feature different music than their original Arcade or other computers version?

Question

The most notable example I can think of right now are Ghosts 'n goblins and Ghouls 'n ghosts.
Converting a game from a platform to another required a license to do so, of course, so I don't think they couldn't license the same music in the same way they licensed the game porting.
I also don't think that when porting to a more restricted platform like from Arcades to Commodore 64, there were technical limitations to what music could be performed. At least the music quality wouldn't be the same, but why change it completely?

Asked by Petruza

Answer

In a interview with Mark Cooksey (the one that did Ghosts and Goblins music) :

A lot of the games were arcade conversions or licensed titles and hence the music was copied from the original source, when an original product was produced the programmer would often want some of their favorite music in the game [...]

Also, note than it may not be the "technical limitations to what music could be performed", it may be some other technical limitations, like memory. In the case of Ghosts 'n goblins Elite - which had given the job for the conversion to Chris Butler - insisted on the precondition, that the game should be completely in the memory without having to reload from a media.

So I guess it was a decision that was taken over a counter-top, the only way to be sure could be to track-down and ask someone like Mark Cooksey or Chris Butler.

Answered by DavRob60

Tuesday, April 10, 2012

How to make sense of the Cave Story+ soundtrack in the Humble Indie Bundle 4 release?

Question

HIB4 has recently added soundtracks for the seven games to the pack. The sound track I opened first was Cave Story's, but... it's... kind of a mess really. I've been trying to match up the filenames with this canonical ordering (kindly suggested by the always awesome Grace Note), but the file names just don't match and the release doesn't come with a playlist with some kind of logical ordering.

So... what's the listening order for this release?

Asked by badp

Answer

4 months late probably counts as a necro, but I only just realized that my HIB4 had the soundtracks and got them myself :P. I wasn't satisfied with the answers present and after much research, I think I've nailed down the information not completely covered in other answers so this should help those who are sticklers like me.

tl;dr explanation


The Cave Story+ soundtrack included with HIB4 is a 44 track rearrangement by Yann van der Cruyssen.

The original Cave Story Soundtrack has 42 tracks listed + 2 added for +/Wii and 5 unreleased. I wonder about the source of the track titles listed and the order, but as they have been accepted within the fanbase, I'll move forward with them as the accepted titles and order. Unfortunately the tracks do not match 1:1 nor do the extras really fit either with the rearranged version :(

If you check the game data for the steam version, there is a folder of .ogg files which happen to match up very closely to the rearranged soundtrack and have the same names and lengths for the most part, but there are still a few incongruities. There is also a folder of split .ogg tracks which I will comment on at the end of my answer.


Answer

Here is the matchup of everything as best I can derive using Sebastian Wolff's site which uses the order from Cave Story Music, the steam files and some gameplay for confirmation:

#  HIBST Filename  Steam Filename  Accepted Song Title
1  access.mp3      access.ogg      Access
2  vivi.mp3        vivi.ogg        Gestation
3  mura.mp3        mura.ogg        Mimiga Town
4  plant.mp3       plant.ogg       Plant
5  ginsuke.mp3     ginsuke.ogg     Balrog's Theme
6  gravity.mp3     gravity.ogg     Gravity
7  cemetary.mp3    cemetery.ogg    Cemetery
8  anzen.mp3       anzen.ogg       Safety
9  wanpaku.mp3     wanpaku.ogg     Mischievous Robot
10 kudou.mp3       kudou.ogg       Pulse
11 weed.mp3        weed.ogg        On to Grasstown
12 fireeye.mp3     fireye.ogg      Eyes of Flame
13 mdown2.mp3      mdown2.ogg      Meltdown 2
14 dr.mp3          dr.ogg          Tyrant
15 escape.mp3      escape.ogg      Run!
16 jenka1.mp3      Jenka.ogg       Jenka 1
17 jenka2.mp3      jenka2.ogg      Jenka 2
18 maze.mp3        maze.ogg        Labyrinth Fight
19 grand.mp3       grand.ogg       Geothermal
20 ironh.mp3       ironh.ogg       Oppression
21 marine.mp3      marine.ogg      Living Waterway
22 quiet.mp3       quiet.ogg       Quiet
23 wanpak2.mp3     wanpak2.ogg     Scorching Back
24 oside.mp3       oside.ogg       Moonsong
25 requiem.mp3     requiem.ogg     Hero's End
26 plantation.mp3  curly.ogg       Cave Story
27 lastcave.mp3    lastcave.ogg    Last Cave
28 balcony.mp3     balcony.ogg     Balcony
29 lastbtl.mp3     lastbtl.ogg     Charge
30 zonbie.mp3      zonbie.ogg      Zombie
31 lastbtl3.mp3    lastbt3.ogg     Last Battle
32 bdown.mp3       bdown.ogg       Break Down
33 hell.mp3        hell.ogg        Running Hell
34 ballos.mp3      ballos.ogg      Seal Chamber
35 ending.mp3      ending.ogg      The Way Back Home
36 fanfale1.mp3    fanfale1.ogg    Got Item!
37 fanfale2.mp3    fanfale2.ogg    Get Heart Tank!
38 fanfale3.mp3    fanfale3.ogg    Victory!
39 gameover.mp3    gameover.ogg    Game Over
40 toroko.mp3      toroko.ogg      Toroko's Theme
41 -               white.ogg       White
-- -               -               XXXX
42 credit wii.mp3  -               -
43 ika.mp3         ika.ogg         -
00 intro menu.mp3  -               -
?? jenka1b.mp3     -               -
X  -               kaze_intro.ogg  -
Y  -               kaze_loop.ogg   -
  • 40 of them match straight across
  • I don't think an extra album for 4 tracks that were included together with the rest is the correct solution. One approach to bonus tracks is to append them all to the end, but I prefer a case by case approach. I think intros are good to open a soundtrack with and that credits music makes sense at the end, followed by other bonus tracks.
  • credit wii.mp3 is the credit music so why not call it Wii Credits and list it at the end as would be done with credits?
  • ika.mp3 is a musical reference to ika-chan so call it Squid and put it wherever you please, but since it's a bonus track, you could just put it after the credits as that is where bonus tracks are usually placed.
  • intro menu.mp3 is the music from the intro menu so I'd just call it Intro Menu and place it first as the intro is the first thing of the game that you hear.
  • jenka1b.mp3 is an alternate arrangemet of Jenka 1. Maybe Yann van der Cruyssen made an extra and it was included for the heck of it. I'd call it Jenka 1 Alternate or Jenka 1b. As to the order, that's a tougher call. I'd personally put it after Jenka 1, but as it is a bonus track, tacking it on at the end wouldn't be wrong either.

Extra Information

I'm not sure how much of this applies to the HIB install, but this is what I've found with my Steam install.

  • White isn't included with the HIB4ST, but it is in the steam files. Convert the file format if you want a complete soundtrack, I guess.
  • The track XXXX is just a 21 second track of silence so you can ignore that.
  • Wind Fortress that plays in the game is the one listed on the Cave Story music web site, so you can grab it there and add it to your soundtrack as a bonus if you like.
  • Halloween 2 listed there is also in the game files (Program Files (x86)\Steam\steamapps\common\cave story+\data\base\Org) in Pixel's proprietary format .org, but I don't know when/where it plays exactly. You can grab this if you like too as another nice little bonus.
  • I'm not sure where the unreleased tracks are from, but I'd guess either Pixel's site (or the original games' files, but then they wouldn't be unreleased :P). You may want to grab them too for good measure and maybe place them as part of a separate Cave Story Unreleased album if it suits you.
  • kaze_intro.ogg and kaze_loop.ogg seem out of place in the Program Files (x86)\Steam\steamapps\common\cave story+\data\base\Ogg folder. I assume they are there by accident. The same files are in in Program Files (x86)\Steam\steamapps\common\cave story+\data\base\Ogg11. As kaze is Japanese for wind and the music sounds just like a rearrangement of Wind Fortress, I can only assume that's what it is.
  • Program Files (x86)\Steam\steamapps\common\cave story+\data\base\Ogg11 contains 101 files. Every song in this folder is broken into an intro and a loop except for lastbtl, meaning that there are 51 tracks here, but since silence is just that, the 3 fanfale tracks are the same as the 3 fanfare tracks, balcony and balcony2 are the same, credits and ending are the same, and bdown and breakdown are the same, there are actually 44 tracks. The songs in this folder appear to be further rearranged versions of the soundtrack and sound pretty cool. I think I may post combined versions of these tracks somewhere and add the link here when I do. Notably, the new tracks added here are kaze (Wind Fortress), lastcave2 (Last Cave 2), and wanpaku ending (Mischievous Robot Ending?). I'll see if I can get some clarification somewhere on what these are supposed to be and why they are there while I'm at it.
Answered by skovacs1

Wednesday, April 4, 2012

Is there a way to use .flac files in Audiosurf?

Question

A while ago, I played the game Audiosurf on a friends computer and I remember it to be good fun. The problem is, if I remember correctly, the game only supports the usage of .mp3 files (and maybe .wav). Since I have ripped all my CDs to .flac files and do not want to make .mp3 copies of my collection, I would like to know, is there a way to use .flac files in Audiosurf?

Asked by Michael K

Answer

Yes, there is. You can play FLAC files with vanilla Audiosurf, it's as simple as that. (screenshot)

It's not explicitly listed on its Steam store page, but I own it and can attest to the fact that FLAC files are definitely supported. Seems kind of silly not to advertise this as a selling point, but there you go.

For future reference, this is the list of file extensions the current file browser accepts:

mp3, wma, m4a, m3u, ogg, flac, wav

Answered by lunboks

Sunday, March 18, 2012

What are the lyrics to the song PotatOS Lament on Volume 2 of the Portal 2 Soundtrack?

Question

What are the lyrics to the song "PotatOS Lament" on Volume 2 of the Portal 2 soundtrack? It doesn't sound like English (though some parts do sound like the word "potatoes"). Is it another language? Or just gibberish?

Answer

All signs point to the actual lyrics being a mixture of gibberish and bad Italian/Latin. In reponse to a question about the Turret Song on Reddit, Ellen McLain answered as follows:

The composer, Mike Morasky was the driving force behind the Turret Opera. He wrote all the music. He requested that I use my legit voice (operatic sound) on some of the takes. He chose the takes to use. He asked me to make up some words. So I did so in my bad Italian.

This most likely carried over to the PotatOS Lament song, as further strengthened by a thread on the Steam forums, pointing to an appearance of Ellen McLain at Anime Midwest 2011 of which a Youtube video is included in the post. During the panel the PotatOS Lament song is specifically mentioned, however Ellen names it "GLaDOS Lament", of which the following is said:

She then goes on to say she made up words to it using her "bad High School Latin" (lol) which means the song is both Latin AND gibberish.

So there we have it! Bad Latin/Italian and gibberish.

Answered by Niels Walta

Monday, February 27, 2012

How does Heroes of Might & Magic 3 choose which music to play at the beginning of a battle?

Question

There are eight different short audio clips played at the beginning of every battle in HoMM III. The corresponding file names are battle0{0..7}.wav (contained in one of the .snd archives). How does the game choose which one to play: is it random, or does it depend on the battle terrain / other factors?

Answer

It's completely random from what I remember.

Answered by Ryan Hendrickson

Sunday, February 12, 2012

Good shops for game soundtracks [closed]

Question

Can you recommend web-shops that sell game soundtracks?

Preferably on physical media, not just as downloads.

Asked by lavonardo

Answer

Play Asia sells quite a few video game related products. They have a whole section dedicated to video game soundtracks. http://www.play-asia.com/paOS-14-71-n9-49-en.html

Answered by TeeOh

Saturday, December 31, 2011

Custom music in The Sims 3 for various modes?

Question

A feature I loved about The Sims 2 was how easy it was to customize music for the various modes -- buy, build, neighborhood, etc.

As far as I can tell, The Sims 3 only lets you add music to the custom music folder -- no customization for various modes :-(

Does anyone know if it is possible to somehow include custom music per mode?

Thanks!

Answer

Currently there is not a sure-fire way to do it, no. The only way that it could be done is to use Sims 3 Package Extractor (s3pe) to replace the current build music in the FullBuild1.package file. If this was all you had to do it'd be easy. However in The Sims 3, EA thought it'd be a grand idea to package the music in it's own proprietary format ".snr/.sns". This is also known as the EA Layer 3 audio format. They also used this format in Command and Conquer 3. To get something encoded in this format is the problem. There are no known converters that will encode into it. I myself, have gotten ffmpeg to convert out of this format into mp3 for some files, but not the other way around. I did not put more effort into it after that and moved on to more enticing projects.

Monday, July 18, 2011

Who wrote this incredible theme-song?

Question

If anyone here remembers a game for the Nintendo 64 by the name of "Buck Bumble" you will remember how awesome the theme song that played at the main menu was. Can anybody tell me who wrote this song? I would really like to know.

If you haven't heard the Buck Bumble Theme yet, you should. Here is a link.

Answer

JUSTIN SCHARVONA

Saturday, July 9, 2011

What does Minecraft's scary music mean?

Question

Apparently it means there is a dungeon around but I can never find any?

If it does mean dungeons how far away will it trigger?

Answer

As described in this article on minecraftwiki.net,

Ambience (sometimes called cave noises) is a set of sounds that occasionally plays when the player is in close proximity to an unlit cave. Despite their name, they are not sounds that one would expect to hear inside of a cave, such as falling pebbles, but rather supernatural noises frequently likened to ghostly train whistles, rice rockets, and demon roars.

Ambient sounds require that a space at least 3×3×3, entirely at light level zero, be positioned ten to twenty blocks away from the player in any direction. The space does not need to be sealed off - a sound can even play from a space that the player can actually see - nor does the player need to be underground to hear it. The sounds can also come from player-created spaces, even if that space is a box above the clouds.

Contrary to popular insistence, ambience is not an indicator of nearby ore, dungeons, or mobs. Following them can still lead the player to such things indirectly, since they emanate from unexplored caves.