The purpose of this thread is to define the requirements for in-game music to be played, which will be an appropriate sounding track to respond dynamically to the situation that is currently happening for a player within the game.
Two critical concepts that any game-music artist should understand, is the difference between "diegetic" vs. "non-diegetic" audio. The former comes from "within the world of the game", and the later "from outside of the world of the game".
Musical-sounding audio which is emitted from the map, such as the hum of machinery, beeps from electronic equipment, are examples of diegetic audio. Situational music that comes on in reaction to various events is non-diegetic.
We can blend both of these harmoniously (and melodically!) to enhance the mood of play.
Take a listen to this audio clip, recorded from the game DOOM 3:
You can hear a tiny bit of orchestral non-diegetic audio at the very beginning, then the rest of the audio, even though it sounds musical, is in fact diegetic audio, which is being emitted from various props as you pass them.
[Note: Some players will prefer to play their own music collection (or have no music at all), so a CVAR will be needed to disable situational tracks.]
An (incomplete) list of situations which a client should "react to" by playing unique (non-diegetic) music:
- Player is idle (camping)
- Player is rushing with teammates
- Player is attacking an enemy
- Player has been hurt by an enemy
- Player is almost dead
- Player has died
- Player is placing/building new structures
- Player is in-base while it's under attack
- Player has selected new classes or gear
- Player has destroyed the enemy team's "main" structure.
- Player is the last-one-on-their-team-standing
All music and samples must be licensed appropriately for inclusion. Only CC-BY, CC-BY-SA, and CC0 / Public Domain tracks will be considered. -NC and -ND will not be considered, as we don't want to needlessly restrict the reuse nor limit remixing them.