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MIDI/MUS or OGG/WAV music?


SGNRyan

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Is it still common practice to use MIDI music in WADs, or have regular audio formats made using MIDI in maps obsolete? Also, are there source ports that only support MIDI/MUS music?

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As far as I can tell, Boom doesn't support real music and obviously vanilla doesn't either, so if you're using either of those formats you don't have much choice. Technically Chocolate (and I think PrBoom+) support real music, but they have to be configured externally rather than being embedded in the WAD, so it would be inconvenient to implement in a WAD. ZDoom supports real music so if you're making ZDoom midi isn't necessary but it can handle midi too, so if you're going for maximum compatibility it looks like midi is definitely preferable.

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If your project is vanilla, you're restricted to MIDI as far as I know. PRBoom+ does support digital audio formats for music, and there are a couple projects that have done this already, so it's entirely an option in Boom format. I would suggest though to keep your formats consistent; either go all digital or all MIDI, don't mix the two unless it's absolutely needed (see Ancient Aliens for a minor example of that).

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@Pokemanic33 Prboom+ supports mp3/ogg music really well(not sure about wav, but I guess it does, but don't quote me on that), something like Violence(as notable example) wouldn't possible if port didn't support mp3 and ogg music internally. Chocolate doom is meant to support pure vanilla with all limits and quirks, so no such higher formats like my mentioned music formats are possible here, only midi. Not sure about Crispy doom, maybe someone could tell me if it supports more music formats. Besides, prboom+ supports music modules. Other ports like Eternity Engine and Zdoom family ports also support mp3, ogg, music modules and of course midis. Well, you can't go wrong with midis, it's really safe option for any port.

Here, leaving playlist as example:
 

 

Edited by Misty

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It depends on the map in question. Midi music, which tends to work best with strong melodies and beats, suits most Doom levels quite well. That, plus the small file size and relative low software requirements for creating it, means it remains a popular choice for most mapsets.

 

Alternatively, if the mapset calls for music that's less requirement on a pure strong melody (such as ambient or highly atmospheric), especially if it's leaning into more advanced source port features, then OGG/MP3 can be more suitable.

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No love for MOD/S3M/Tracker music in this thread? :-(

 

I always thought Doom would have been even cooler with an "Amiga Metal" kind of soundtrack, but the overhead of an in-game MOD music player would probably have been too much. I wonder if id even considered one, though.

Edited by Maes

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