Composing Music for Unreal
Alexander Brandon
abrandon@uswest.net
Straylight Productions
UPDATE
Many apologies for the lack of updates to this page. They've been long
overdue, and there is much to report regarding Unreal's music. Expect to see
regular updates from now on. Also stop by the Straylight site for updates
concerning interactive music using the Unreal Engine as well!
Last Updated: 07/09/1999
Programs to use
There are many choices now for composing music using the Unreal Engine.
Unreal, Unreal Tournament, and the Unreal Mission Pack all used MOD files, which
were chosen because of small file size and excellent quality compared to MIDI
based files. New developments, however, have led to new ways of music
reproduction in the engine.
- TRACKERS: Tracker programs, used to write MOD files, can be found at "Maz'
Sound Tools" page (listed below), along with information about how they are
used and samples to use with them. The two trackers that are most widely used
are "Impulse Tracker" and "Fast Tracker 2". Both have excellent features. Try
them and see which one you prefer! Note that Tracker programs are usually
either shareware or freeware. They are the least expensive way to get into
making music for Unreal based games.
- DIRECTMUSIC: DirectMusic Producer, included free with DirectX 6.0, is
another easy way to get into music production. DirectMusic uses a MIDI based
approach to composition, letting you create your own samples much the same way
as you would use tracking programs. DirectMusic, however, has numerous ways of
letting you manipulate your music and change it interactively with game
events. For more information contact Chanel Summers.
- REDBOOK / STREAMED AUDIO: CD audio and other forms of streamed audio are
becoming much more popular now that they don't use as much in terms of
processing time. However, they take up a LOT of space, and the more channels
you use and the higher quality you use, the more space is needed. A 44khz 16
bit stereo piece 4 minutes in length takes about 45 megabytes of space, and if
you wish to use more channels for surround sound (such as Dolby Digital AC-3),
the size doubles or even triples in size from there. However, there are many
forms of compression such as ADPCM that allow you to compress a 16 bit file to
4 or 8 bit with minimal signal degradation. Compression routines can be used
in programs like Sonic Foundry's "Sound Forge" .. more info can be found at www.sonic-foundry.com. Unreal's "Galaxy"
sound engine can play back many different audio file formats from Redbook CD
audio to streamed WAV files.
- MP3s: For commercial games, there is a tricky situation going on. The
folks who supposedly created the MP3 compression program (Fraunhofer), have
put a patent on it, which says that they get part of anything sold that uses
this compression. Quite a pain, but there are proceedings being held all over
the world against this patent, so it will either stand or be dropped, we'll
have to wait and see. For non commercial use, however, such as freeware TC and
MOD distribution, MP3s can be used just fine, and "Galaxy" will play them back
in Unreal.
Frequently Asked Questions
How can I play Unreal music outside of
Unreal?
Try going into UnrealED, go to the texture browser, select "Music", and load
the song you want (.UMX file).. then press the Export button. You will be able
to export the file selected as an Impulse Tracker (.IT) file. The .IT file can
be then played in WinAMP or other Windows MOD players (available at Maz' Sound
Tools).
I'm trying to use Impulse Tracker files with Unreal, but they
won't play. Why?
The Galaxy audio engine within Unreal does not support certain extended
features of Impulse Tracker, such as New Note Actions (when you use
'instruments' instead of 'samples' in IT, for instance). However, it DOES
support ping pong looping, 16 bit files, up to 32 channels (64, if you don't
want sound fx playing ), and panning envelopes. No volume envelopes, though.
Can I play multiple WAV files for interactive music?
Yes. Galaxy can play up to 64 WAV files at once. Be warned however, that
using more than 2 or three WAV files over 2 megs in size will slow down the
system.
Did more people work on Unreal than you and Michiel Van Den
Bos?
Yep! Andrew Sega contributed a song to Unreal. His nick is "necros" and he is
currently working at Digital Anvil. Another contributor was Dan Gardopee, my
partner and the co-founder of Straylight Productions.
Sites
- "Maz's Sound Tools" is a great one-stop site for getting tracking
programs, samples, info on soundcards, converters, and generally everything
else under the sun. http://www.maz-sound.com/