SGNRyan Posted September 18, 2020 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? 1 Quote Share this post Link to post
1 Bucket Posted September 18, 2020 Plenty of source ports support digital audio but COOL people use MIDIs. 2 Quote Share this post Link to post
0 Pokemanic33 Posted September 18, 2020 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. 1 Quote Share this post Link to post
0 AD_79 Posted September 18, 2020 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). 1 Quote Share this post Link to post
0 Misty Posted September 18, 2020 (edited) @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 September 18, 2020 by Misty 0 Quote Share this post Link to post
0 Edward850 Posted September 18, 2020 4 hours ago, Pokemanic33 said: real music Since when did MIDI become fake music? :P 4 Quote Share this post Link to post
0 Bauul Posted September 18, 2020 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. 3 Quote Share this post Link to post
0 Maes Posted September 18, 2020 (edited) 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 September 18, 2020 by Maes 2 Quote Share this post Link to post
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SGNRyan
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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