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Hellllo :)
I'm Aviram Spies, a musician and a composer.
I would love to write music to your new games and take part of this Jam!

Feel free to ask me anything,
Aviram

Hello Aviram,

Welcome to the jam.

I wonder if you are planning to write a game yourself, or only offering to offer music to one of the other participants?

Chris

@adventuron,

I was planing on joining and collaborate with one of the game developers (or several) and write music for their game.
As much as I would like to, I have zero experience in Game development 😅, but I do know music :)

Hi Aviram,


Welcome here. Music would a nice addition, but as far as I now, and this is a question for you @adventuron, we can only play sound through the beep command right?

You can play music and sound effects in mp3 files. There's a guide in the Adventuron Cookbook. I'm pretty sure you won't be able to use this if you plan on doing the 8-bit export to DAAD, but you can probably do the Spectrum-style beeps. Adventuron will be able to confirm this.

Adventuron supports sound / music and sfx playback (in different channels).

The Opposite Edge of Slumber used these commands in the previous jam.

These features are NOT 8-bit export compatible.

You can also use relative paths for referencing your sound effects, but you would need to compile your game to the folder containing (or parent folder of a subfolder containing) the mp3 files to test them out (or use http or https) during development.

I haven't documented all the sound commands in the cookbook (yet). I'll do it tomorrow. But the six commands you should be using are

  • play_sound
  • play_ambient
  • play_music
  • stop_sound
  • stop_ambient
  • stop_music

So far, there is only one channel per sound category so playing a different music will stop the previous music.


start_at = river
locations {
   river : location "You are in the river.\n" ;
} on_tick {
   : if (is_just_entered () ) {
      : if (is_at "river") {
         : play_music sound="song_river";
      }
      : else {
         : stop_music;
      }
   }
} assets {
   sounds {
      // NOTE :: Make sure that only reference content you are
      //         licensed to use.       // ALSO :: You can use relative paths here, but you can only
      //         test in compiled versions of your code (not the
      //         web editor)
      song_river : sound_sample "https://somedomainid.com/sounds/river.mp3" ;
   }
}

ohh... I see... I didn't realize the cookbook was actually another documentation... so I had absolutely no clue about it... Lots of interesting stuff in it... Music commands  should be in the reference documentation too I feel  ;)

Sorry for not linking it more prominently.

The cookbook is  like a stream of consciousness and will be edited better soon.