Difference between revisions of "Music"
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==DJ_G== | ==DJ_G== | ||
− | Hidden within the audio directory of Creatures 2, an amusing musical track entitled 'DJ_G' is to be found, consisting of a [[Grendel]] repeatedly hitting a [[Norn]] to the sound of a techno remix of some of the sounds from the game. Upon the release of [[Creatures 3]] a similar track was found in there. See also [[Defiant Doosers]]. | + | Hidden within the audio directory of Creatures 2, an amusing musical track entitled 'DJ_G' is to be found, consisting of a [[Grendel]] repeatedly hitting a [[Norn]] to the sound of a techno remix of some of the sounds from the game. Upon the release of [[Creatures 3]] a similar track was found in there. These may have been made by [[Mark Ashton]]. See also [[Defiant Doosers]]. |
==External links== | ==External links== | ||
* [http://www.gamewaredevelopment.co.uk/creatures_more.php?id=459_0_6_0_M27 The Music Behind Creatures] | * [http://www.gamewaredevelopment.co.uk/creatures_more.php?id=459_0_6_0_M27 The Music Behind Creatures] |
Revision as of 13:14, 25 January 2005
Contents
Introduction
Music in the Creatures series of games started out in Creatures as a variety of synthesized chimes, chords, bloops and other non-specific sounds. For Creatures 2, a far more capable system was created, as outlined below. This information was gained by GreenReaper during a university project and should not be considered official - no details of the MNG format were ever released by Creature Labs, only a three-page article The Music of Creatures describing some features.
Editing and Playing Creatures Music
Two tools are desinged to handle MNG files, MNGPlayer and MNGPad - MNGPlayer lets you play music in the background (or foreground), while MNGPad allows you to edit existing MNG files and create your own. Both can be found at the MNGEdit project page. They require the Microsoft .NET Framework to be installed, available from Windows Update.
Outline
Music is stored in 'munge' files, with the extension MNG (at the time, the MNG extension was not in use - it was later appropriated as a replacement for PNG). The music is formed of separate samples in a partial WAV format combined with a script which is interpreted by the music engine. The sample format is a standard Windows WAV format with the first 16 bytes removed - typically in 16-bit 22kHz mono. The file starts off with an index of samples, then the script data chunk, then sample chunks. The names of samples are stored implicitly - the first name in the script refers to the first sample chunk, the second name is the second, and so on, ignoring names that are already associated with samples.
File Structure
Position |
Length |
Description |
Notes |
0 |
4 |
Number of samples |
|
4 |
4 |
Position of script |
Zero-based byte position |
8 |
4 |
Length of script |
Length in bytes |
12 |
4 |
Position of first sample |
Zero-based byte position |
16 |
4 |
Length of first sample |
Length in bytes |
20 |
4 |
Position of second sample |
Zero-based byte position |
… |
… |
… |
|
N * 8 + 8 |
4 |
Position of last sample |
N is the number of samples |
N * 8 + 12 |
Variable |
First sample |
Followed by the rest of the samples |
Script Encryption
The music scripts of MNG files are saved in a 'scrambled' format, encrypted with an XOR function. This function works on a byte level, with a starting operand value of 0x5 and an increment of 0xC1. Sample routines follow - as XOR is a reversible operation, they can be used to both scramble and descramble scripts.
Visual Basic Routine
Private Function Scramble(ByVal data As Byte()) As Byte() Dim hb as Byte, count as Integer hb = 5 For count = 0 to data.Length – 1 data(count) = data(count) Xor hb If hb < &H3F Then hb = CByte(hb + &HC1) Else hb = Cbyte(hb + (&HC1 - &H100)) End If Next count Return data End Function
Assembly Routine
.text:00543400 sub_0_543400 proc near .text:00543400 .text:00543400 arg_0 = dword ptr 8 .text:00543400 arg_4 = dword ptr 0Ch .text:00543400 .text:00543400 push ebp .text:00543401 mov ebp, esp .text:00543403 push esi .text:00543404 mov esi, [ebp+arg_4] .text:00543407 xor eax, eax .text:00543409 mov cl, 5 .text:0054340B test esi, esi .text:0054340D jle short loc_0_543424 .text:0054340F mov edx, [ebp+arg_0] .text:00543412 push ebx .text:00543413 .text:00543413 loc_0_543413: ; CODE XREF: sub_0_543400+21 .text:00543413 mov bl, [eax+edx] .text:00543416 xor bl, cl .text:00543418 add cl, 0C1h .text:0054341B mov [eax+edx], bl .text:0054341E inc eax .text:0054341F cmp eax, esi .text:00543421 jl short loc_0_543413 .text:00543423 pop ebx .text:00543424 .text:00543424 loc_0_543424: ; CODE XREF: sub_0_543400+D .text:00543424 pop esi .text:00543425 pop ebp .text:00543426 retn .text:00543426 sub_0_543400 endp
Script Format
Tracks
The basic unit of music is a Track, which in the game is associated with either a specific event - for example, the death of a creature - or an area, like the Volcano track. Typically only one track plays at once; switching between tracks is accomplished by fading in and out, adhering to the FadeIn and FadeOut track parameters. Each Track has one or more Layers, which are played simultaneously. Comments are indicated by a double slash (//) and may be placed within Track, Effect, Voice or Update declarations, as well as at the top level.
Track(UpperTemple) { FadeIn(5) FadeOut(5) LoopLayer(Chord) { … } AleotoricLayer(StickMelody) { … } }
Variables
MNG scripts have a concept of local variables, which reside within these layers. Variables must be declared before use, with the name and an initial value. The variables are floating point values associated with names. Some variables are special – Pan and Volume because they affect the samples to be played, and Interval because it affects the length of the track.
AleotoricLayer(Pad) { Variable(temp,4.0) …
Layers
Layers are the “instruments�? of a track, in that they either play one sample repeatedly (in the case of LoopLayers) or one or more samples, enclosed within Voices (AleotoricLayers).
LoopLayers
A LoopLayer consists of a single Wave and an Update block. The Wave is played constantly and repeatedly. The Update is called at regular intervals and typically causes some change in the presentation of the samples (for example, it may pan the output from side to side, or alter the volume).
LoopLayer(HighBreath) { Variable(counter,0.0) Variable(temp,0.0) Update { // Gradually, pan around at a random rate temp = Random(0.0, 0.1) counter = Add(counter, temp) Pan = CosineWave(counter, 30) // Scale the volume according to mood Volume = Multiply(Mood,0.4) Volume = Add(Volume,0.6) } UpdateRate(0.1) Wave(HighBreathG) }
AleotoricLayers and Voices
An AleotoricLayer consists of one or more Voices to be played sequentially. Effects and Volume may be specified for the layer. The Interval of a layer specifies how long it is before the next Voice of an AleotoricLayer is to be played – it is possible to change this within the Voice.
Voices are individual Waves with optional Conditions and Intervals. Conditions are used to decide whether or not the Wave should be played – the value of the specified variable must be between the two specified values. Intervals allow the script to specify how long to wait before the next sample.
AleotoricLayer(BendyEcho) { Volume(0.4) Effect(PingPong160) Interval(4) Voice { Condition(Mood,0.2,0.6) Wave(Bnd0) Interval ( Random( 4.0, 9.4) ) } Voice { Condition(Mood,0.4,1.0) Wave(Bnd1) Interval ( Random( 4.0, 9.4) ) } }
Update Blocks
Both the LoopLayer and AleotoricLayer structures may have one Update block. This block consists of assignments to variables (which may be special variables such as Volume or Pan) that are carried out each time an update is called, and also when beginning to play a layer. The time period for updates is set by the UpdateRate or BeatSynch statement in LoopLayers, or each time the last Voice is considered for AleotoricLayers. The Update blocks may also be placed within Voice blocks, in which case the update takes effect after the voice’s Wave has been played.
AleotoricLayer(Pad) { // The track sparsely plays pads ranging from the gentle (drm) // for low threat, with harsher (vce) for heigher threats // Volume increases with mood and threat, // The interval is decreased with threat Volume(0.4) Variable(temp,0.0) Update { // Volume = 0.5 + 0.25 * (Mood + Threat) temp = Multiply(Mood, 0.25) Volume = Add(0.5,temp) temp = Multiply(Threat, 0.25) Volume = Add(Volume,temp) Interval = Random ( 4.0, 6.0 ) temp = Multiply( Threat, 2.0) Interval = Subtract( Interval, temp) } …
Intervals
Intervals represent a pause in the output of a layer, either between Voices if specified for a particular voice or between iterations of a layer if in the main body. Processing of a layer does not continue until a pause for the length of the interval has taken place. The expression is evaluated anew each time.
Beats, BeatLength and BeatSynch
Beats are an alternative method of specifying intervals between periods of music. Instead of directly specifying a length in seconds, the BeatLength is specified in the Track, and a BeatSynch is given that measures an Interval in this number of beats. The following specifies an interval of 0.3 * 16 = 4.8 seconds for the Guitar:
Track(Underwater) { BeatLength(0.3) AleotoricLayer(Guitar) { BeatSynch(16.0) …
Effects
The script also specifies Effects, which are preset sequences of setting changes applied to AleotoricLayers (not LoopLayers). An Effect has one or more Stages, each of which may make changes to the panning or volume for that layer. After a specified delay, the effect moves onto the next Stage in the sequence.
Effects are applied to the output of a Layer; they essentially take this output and repeat it several times . How many times is defined by the number of Stage declarations in the Effect. As an example, a simple effect might “bounce�? the sound from one side to the other, slowly fading the volume at the same time.
Each Stage contains a declaration for the Volume to play the output at, the Pan value (how far to the left or right of centre the sound should be played) and either a Delay or TempoDelay, indicating how long to pause before moving on to start the next effect. Values may be expressions or constants. TempoDelays are present in effects intended for layers using the BeatSynch and are measured in beats as defined in the Track currently playing, whilst Delay is measured in seconds.
Effect(RandomPad) { // Produces randomly panned echoes, staggered at close // random times Stage { Pan(Random(-1.0,1.0)) Volume(1) Delay(Random(0.25,0.4)) } Stage { Pan(Random(-1.0,1.0)) Volume(0.92) Delay(Random(0.25,0.4)) } Stage { Pan(Random(-1.0,1.0)) Volume(0.84) Delay(Random(0.25,0.4)) } }
DJ_G
Hidden within the audio directory of Creatures 2, an amusing musical track entitled 'DJ_G' is to be found, consisting of a Grendel repeatedly hitting a Norn to the sound of a techno remix of some of the sounds from the game. Upon the release of Creatures 3 a similar track was found in there. These may have been made by Mark Ashton. See also Defiant Doosers.