FatherMcGnutty Posted June 6, 2025 Report Posted June 6, 2025 Hear me out here, because this is completely subjective, and I myself am a music composer, so I tend to think about this sort of thing probably a little more than the average player, but... I feel that at least 50% of the music in the game is out of place tonally, and kind of breaks my immersion when I have it on. For example, a few of the tracks that seem to prominently pop up sound, to me, like they could have been ripped straight from the start menu of an old Mario Party game (i.e. "Summer Day", "Daylight", "Sunny Village", "Peaceful Village", and a few others). These tracks take my brain from "Man trying to survive in the wildernesses of an Eldrich horror world", to "I'm 12 years old and my mom just rented me a Zelda game from Blockbuster for my Nintendo 64" real quick. Now, I understand that this may be precisely the appeal of this music to some people, and that's fine. I have nothing against Nintendo or any of those games, and there's definitely a time and place for them. For me, however, the kind of, I guess, more "cartoonish" elements of the soundtrack only serve to undercut the very serious nature of the game and the goals/threats therein. Keep in mind, a lot of the music in the game is perfectly fine and works well enough, however even some of the more "tonally aligned" tracks still contain elements that for me undermine their goal of adding to the immersion. I've thought a bit about this, and I think what bothers me a lot of the time are the choice of synthesised instruments (synthetic acoustic guitar strings, harpsichords, flutes, etc) which carry a lot of the "lead" melodies of the tracks, sit in much too high of a frequency range, and cut through the mix too much, giving even some of the "darker" tracks this "brighter" quality. This brightness affronts the listener, and gets in their face, so to speak, almost as if the music is begging you to hear it rather than experience it on the game's terms. Beyond that, It feels like the music was composed with a baseline of "happy, uplifting, adventure" in mind, while adding some "dark, moody, drone" elements here and there where appropriate. I think the soundtrack would have been better, and would have fit much better, if the composition philosophy were the other way around. All this said, I, like some other people I know, choose to either play with the music off, or have taken to building my own special playlists to dome drifters to. This is all fine and well, however the playlist method leaves one important thing off the table-- the situational triggering of certain tracks based on where the player is or what the player is experiencing. Now, I know there is supposedly a way to change the music by converting the music files I want to .ogg, moving them to the proper folder and editing the music JSON file with the appropriate tracks. I have tried this before, but it didn't work. I guess this leads me to the main point/question of the post-- has anybody else been successful in swapping out the in game music using the method I just described? If so, could you give a brief rundown on exactly how you did it? I'm pretty sure I did everything correctly, except I'm thinking that perhaps I didn't convert the .ogg files to the correct bitrate. Any assistance with that would be helpful! Finally, not that anybody asked or cares, but here are a few of the artists I most often include in my playlists which match my conception of "tone" for this game: Stars of the Lid Brian Eno The Caretaker Earth (specifically the 'Bees Made Honey In The Lion's Skull' album) Barn Owl Grouper Tim Hecker NIN (certain tracks from the Ghosts albums) Aphex Twin (Selected Ambient Works, certain tracks) 4
Silrana Posted June 6, 2025 Report Posted June 6, 2025 Those are interesting points. I wonder, though, how many people are like me and play with the music turned off. It isn't that I don't like the game music, I just feel that having a life-soundtrack breaks immersion completely. 1
Thorfinn Posted June 6, 2025 Report Posted June 6, 2025 I play with music turned on, though fairly low, and I agree there is some of it that is a little inappropriate for a horror title. I've always rationalized what you are referring to as Mario Party music as being representative of what the world was, and is becoming again. Doesn't matter the reason. But I think the nighttime tracks need something more creepy or sinister. I've never played with the .OGGs, so I'm watching this space. 1
Tom Cantine Posted June 6, 2025 Report Posted June 6, 2025 I also play with the music off, again not because I dislike the music itself, but probably because I kind of got into the habit of playing Minecraft without any sound at all before I got hearing aids. Now, if I'm playing a game, I want to be able to focus on the game sound effects (to be aware of approaching monsters), or if I'm listening to anything that's not part of the game, it's usually a podcast or news. 1
Maelstrom Posted June 6, 2025 Report Posted June 6, 2025 Oh, but the happy tunes are a staccato of hope in a morass of horror and dark tideings making the eerie even more eerie and threatening. In his longer stories, Lovecraft would not just have a constant descent into horrific insanity. There would be a pause where things seem like they're turning around only for the descent to resume discovering more horrifying insanity than before. I cannot praise Tyron and Luke enough for how well they develop a Lovecraftian story. 11 1
FatherMcGnutty Posted June 6, 2025 Author Report Posted June 6, 2025 41 minutes ago, Silrana said: Those are interesting points. I wonder, though, how many people are like me and play with the music turned off. It isn't that I don't like the game music, I just feel that having a life-soundtrack breaks immersion completely. This is kind of precisely my point. Video game soundtracks, when done right, should feel almost as if they aren't there. When the music matches the tone of a given scene/situation perfectly, your mind doesn't process the music as music, but rather as another working, active layer to the scene/situation if that makes any sense. In this way, when all those elements are perfectly combined, the sum of the parts become the whole of the experience, and you couldn't take out one element without effecting the entire thing. Much like a house of cards. This is most effectively achieved in more controlled mediums like film, where the character's actions and scenes are written out and performed on a never changing timeline (also known as an 'edit'), by which the composer can make more deliberate, permanent choices in terms of tone and atmosphere based on the pre-established emotions and motivations of the characters. Video games, especially sandbox video games, differ in this respect, as while some of the scenes and story lines are set, it is up to the individual player, or "character", to ultimately decide how they want to achieve these things, making them kind of an emotional "blank slate". You are the main character, and you are the one who has to decide how to "feel" about the situation you've been thrust into. This makes composing appropriate music for such games a bit more challenging, but also gives the composer a bit more leeway in terms of guiding the character to how they should feel in a given situation.This is where the composition needs to perform a delicate balancing act between adding to the atmosphere of the game, but also not getting in the way of it. Again, when it's all done properly, it's as if the music isn't even there. All this is not to knock on the guy who composed the soundtrack to Vintage Story. I think overall he did a great job, and I do appreciate how difficult the task is. My gripes are more or less personal and specific to my tastes, and how I experience the game and would like other to as well, if i had everything MY WAY! lol. 1
FatherMcGnutty Posted June 6, 2025 Author Report Posted June 6, 2025 (edited) 15 minutes ago, Maelstrom said: Oh, but the happy tunes are a staccato of hope in a morass of horror and dark tideings making the eerie even more eerie and threatening. In his longer stories, Lovecraft would not just have a constant descent into horrific insanity. There would be a pause where things seem like they're turning around only for the descent to resume discovering more horrifying insanity than before. I cannot praise Tyron and Luke enough for how well they develop a Lovecraftian story. I agree with this take as well. Can't have the sour without the sweet, and not all flavors can taste exactly the same, otherwise it gets stale and repetitive. I just wouldn't have gone about achieving this musical goal quite in the same way this game does, is all. The soundtrack just gets a little "cartoony" for me too often, and I want the music to take the game as seriously as I do lol. Edited June 6, 2025 by Temporal Christ
MagpieOAO Posted June 6, 2025 Report Posted June 6, 2025 I think the whimsical, peaceful soundtracks on the surface provide a nice contrast to the creeping sounds and tracks of the deep or the time storms. 2
Broccoli Clock Posted June 7, 2025 Report Posted June 7, 2025 I am old school, I want to hear the environment around me not music. There is not a single game I have played in the last 2 decades or so where I've had music on in the game. That's irrespective whether that music is a chef's kiss or a chef's arse, it all gets turned off immediately upon installing. 1
Maelstrom Posted June 7, 2025 Report Posted June 7, 2025 Pity. Final Fantasy VII music is part of the game and story. Plus it produced, imo, the greatest video game track. I've got it in my playlists it's so good. 2
Feycat Posted June 7, 2025 Report Posted June 7, 2025 On 6/6/2025 at 7:33 PM, MagpieOAO said: I think the whimsical, peaceful soundtracks on the surface provide a nice contrast to the creeping sounds and tracks of the deep or the time storms. Same. I also love the fact that the music is diagetic. It muffles when you go underwater. Which means the music is *actually* playing in game. From... somewhere. That's fine for a horror title imo lol 4
Broccoli Clock Posted June 8, 2025 Report Posted June 8, 2025 11 hours ago, Maelstrom said: Pity. Final Fantasy VII music is part of the game and story. Plus it produced, imo, the greatest video game track. I've got it in my playlists it's so good. Don't get me wrong, I love music, and I love gaming, I just don't love music while gaming. It's like having someone speaking in your ear while you're doing something else. IMO, it's not immersive, it's distracting, irrespective of the music. Now... you mentioned old game tunes, so I can't let the opportunity to go past without mentioning 6580/8580 (C64) chip tunes, and their remixes. 1
MagpieOAO Posted June 8, 2025 Report Posted June 8, 2025 17 hours ago, Feycat said: Same. I also love the fact that the music is diagetic. It muffles when you go underwater. Which means the music is *actually* playing in game. From... somewhere. That's fine for a horror title imo lol Given the Seraph have voices of instruments clearly we have multiple voices in hour head that break into spontaneous music on the occasion that can only be muffled with sleep or sealing ourselves in a tomb (I noticed music stops if you enter a cave or build one). 2
Feycat Posted June 8, 2025 Report Posted June 8, 2025 1 hour ago, MagpieOAO said: Given the Seraph have voices of instruments clearly we have multiple voices in hour head that break into spontaneous music on the occasion that can only be muffled with sleep or sealing ourselves in a tomb (I noticed music stops if you enter a cave or build one). ooh, I love that! Music is just us hearing talking!
-Glue- Posted June 9, 2025 Report Posted June 9, 2025 I personally love the soundtrack. The subtle ticks and clicks in some of the music really fit into the games aesthetics. Its also very obviously inspired by the other block game. While it doesn't quite match that games beautifully neutral ost, which blends in seamlessly, VS does have its own musical identity. Sure, when following the story and looking into the lore, the game is very horrific and serious, but when actually playing, it is often very calming and serine. I don't want to be depressed, listening to super serious and melancholic music while cozily cooking over the fire in my cabin. Or tending to my garden and bees. I personally think the music fits the gameplay perfectly, outside of one song I forget the name of, which feels more like combat music in the first half. Honestly, I'd say Vintage Story is just as much a cozy game as it is horror. If not more so. Which is where the issue of music comes in. Everyone plays the game differently. Some rush the story, or read deep into the lore. Others build houses, and make beautiful landscapes to live in. Its a sandbox game, you can't easily match the vibes for every playstyle, so your best bet is to play neutral music, which is really hard to achieve. Not to mention, when going underground the music stops, and an eerie ambient soundtrack plays. Plus, some story locations have unique music. That is more than enough to remind us the game is not all cozy homesteading. The game could definitely benefit from more moments like that. Such as unique music for temporal storms. The issue is, you need to make sure it can properly detect these changes in situation, and swap the music seamlessly. You don't want the music shifting back and fourth between two songs because a few enemies show up every 10-20 seconds, or because you briefly pass through a specific area. This issue already exists in the game, when you peak into a cave and it cancels out the current music. It really ruins the vibes for me when I was bopping to the music while exploring or building, and it gets cut off because I walked slightly into a cave entrance. And what if someone wants to make a cozy house in a cave? They just never get to hear music at home? Trying to balance music in such a dynamic game is not easy, because you can never predict what a player is, or will be doing. And if you do, you have no way of knowing how long they will do that thing. So the music would have to persist past its relevance, or get cut off. Unless you make a dynamic music system, (which is a whole other thing), its impossible to match the music perfectly to the players specific situation. At least not without spending a large amount of time and resources to achieve such a complex system. 2
Broccoli Clock Posted June 9, 2025 Report Posted June 9, 2025 (edited) 1 hour ago, -Glue- said: Unless you make a dynamic music system, (which is a whole other thing), its impossible to match the music perfectly to the players specific situation. At least not without spending a large amount of time and resources to achieve such a complex system. Two games that I play regularly (7 Days to Die and DayZ) both have dynamic music systems, and both have been praised for their in game music. However they both do it differently. With 7 Days (7 Days to Die OST) the amount of music played is based on the frequency % you give it, I think the default is set to somewhere between 60 and 80%. Which specific music track is played is based on what the game thinks you are doing. There are effectively 3 different "action categories" (exploration, suspense, combat) with exploration having the most number of tunes, and music for things like the blood moon (this games tower defence bit), or talking to traders, being the same every time. You are relying on the game switching these tracks, and making the right guess as to what it is you are doing, and sometimes that can be a bit jarring. It works in general though. With DayZ it's more a generic ambience experience, based on time and location. Music will continue during combat, and there is no specific combat music. YouTuber WOBO did a much better job than I would of explaining which music is chosen and why - WOBO - DayZ Ambient Music Showcase .. with the full OST (including tracks not included in the current release) being here.. DayZ OST Although I don't listen to music in game, I do like the DayZ soundtrack (very lo-fi) and would happily listen to it when doing something else. Both systems are dynamic though, with 7 Days inserting itself into your game, meanwhile DayZ trying to be dynamic but totally low key with it. Edited June 9, 2025 by Broccoli Clock
Maelstrom Posted June 9, 2025 Report Posted June 9, 2025 Music frequency can be customized in the sound settings screen.
Feycat Posted June 10, 2025 Report Posted June 10, 2025 Wait, people praise 7D2D's music? I've never heard that and I've been playing since A9. When they added the combat music everyone thought it was awful
Broccoli Clock Posted June 10, 2025 Report Posted June 10, 2025 3 hours ago, Feycat said: Wait, people praise 7D2D's music? I've never heard that and I've been playing since A9. When they added the combat music everyone thought it was awful Yeah, you'd be surprised. imo.. it's OK, but to claim "everyone thought it was awful" is a bit off. Either way, whether you liked it or not (heh.. and it seems not!) doesn't really matter. I mentioned the two titles as examples of where dynamic music is used, both being situational, but with 7 Days' music being prominent, and the switch in music being played is noticeable. whereas DayZ is the very definition of "less is more".
Never Jhonsen Posted June 12, 2025 Report Posted June 12, 2025 On 6/9/2025 at 6:30 AM, -Glue- said: This issue already exists in the game, when you peak into a cave and it cancels out the current music. It really ruins the vibes for me when I was bopping to the music while exploring or building, and it gets cut off because I walked slightly into a cave entrance. And what if someone wants to make a cozy house in a cave? They just never get to hear music at home? If you put one (1) block of sunlight access up, you can build a cavehouse around it. In my iron mine, every 15 blocks from my starting point I take a coord measurement, and then dig straight down from the surface. I'm able to explore around it during the day with no music loss, and (almost) no drifters without lighting the place up. That still doesn't address losing your music because you went one block too deep, or you got just close enough to a rift, but I'm personally OK with those; It's a humble reminder that this game isn't just the farming cozy cottage game that I enjoy it for On 6/9/2025 at 7:37 AM, Broccoli Clock said: With 7 Days (7 Days to Die OST) the amount of music played is based on the frequency % you give it, I think the default is set to somewhere between 60 and 80%. Which specific music track is played is based on what the game thinks you are doing. There are effectively 3 different "action categories" (exploration, suspense, combat) [...] With DayZ it's more a generic ambience experience, based on time and location. I was under the impression that that's how Vintage Story works as well. "Crafting" is a song I only hear when I'm doing a lot of clayforming, "The Setting Sun" plays at dusk, and "To Dawn, from a very rainy night" only plays when it's, heh when it's dawn, and had been raining through the night. And whenever I visit a place I haven't been in awhile, "Nostalgic" plays. Then there's your seasonal fillers like "Summer Day", and climate specific ones like "Arctic Winds" that only plays in the arctic. Now things are different when you mess with the frequency adjuster, in terms of "how often does the game check what you're doing to play a sound?". I don't get Building/Creating/Adventuring often, but I do get a lot of the fillers. However that may just be because I have a medium frequency for game music. 1
Broccoli Clock Posted June 12, 2025 Report Posted June 12, 2025 3 hours ago, Never Jhonsen said: I was under the impression that that's how Vintage Story works as well I honestly wouldn't know, I've not let the music play for more than 30 seconds..
Dark Thoughts Posted June 13, 2025 Report Posted June 13, 2025 Not sure about some of your suggestions, or maybe I'm not finding the tracks you have in mind, but you probably would enjoy the Starbound soundtrack. To me it always had this feel of "endlessness" and "emptiness" that really work well with those desolate procedurally generated worlds and making you feel lonely - in this case for the large variety of planets, but this principle also goes for the post apocalyptic landscape in Vintage Story. I agree though. I think the soundtrack in VS does not really work well with the game. For me it is way too upbeat and very busy too. One of the things I liked about Minecrafts soundtrack when I played that game first was that it gave me the same feeling I described above. This, coupled with the unknown of the game at the time, really made you wonder and awe at the time. So, regardless of the actual style of the music, I would slow the tracks way down and reduce a lot of the instruments in general. Another issues though is that the game does not actually have any sort of dynamic music at all. We live in a time where other games sort of procedurally generate tracks ad-hoc based on what's happening in the game from various different songs & samples. There's a mod that at least adds something smaller, but lacks tracks imo and some are also not super fitting: https://mods.vintagestory.at/vintagesymphonyx 1
FatherMcGnutty Posted June 16, 2025 Author Report Posted June 16, 2025 On 6/13/2025 at 4:49 PM, Dark Thoughts said: I agree though. I think the soundtrack in VS does not really work well with the game. For me it is way too upbeat and very busy too. One of the things I liked about Minecrafts soundtrack when I played that game first was that it gave me the same feeling I described above. This, coupled with the unknown of the game at the time, really made you wonder and awe at the time. So, regardless of the actual style of the music, I would slow the tracks way down and reduce a lot of the instruments in general. I agree with you on this point particularly, and I think that's probably a more concise way to describe my overall gripe, aside from me just not loving the tonality of many of the tracks-- it's simply far too busy. I think a more minimalist approach would be more appropriate and effective. The way the compositions stand now, it feels as if a lot of the tracks have so much going on that they're almost outright begging "please, remember me". On 6/13/2025 at 4:49 PM, Dark Thoughts said: Not sure about some of your suggestions, or maybe I'm not finding the tracks you have in mind, but you probably would enjoy the Starbound soundtrack. To me it always had this feel of "endlessness" and "emptiness" that really work well with those desolate procedurally generated worlds and making you feel lonely - in this case for the large variety of planets, but this principle also goes for the post apocalyptic landscape in Vintage Story. I have never heard the Starbound OST, but will definitely check out. But, since you've given me license to, and I never pass up an opportunity to obnoxiously push my musical sensibilities on strangers, here are some specific tracks from each of the artists above, which I feel fit the game very well and are closer to what I feel the music in the game should be more akin to, despite none of this being written specifically for the game-- Stars of the Lid - The Lonely People (Are Getting Lonelier) Good track for a great many of the scenarios/landscapes you encounter in VS. Minimalist, oddly beautiful, but with just a hint of something ominous lurking under the surface. Brian Eno - 1/1 Again, good track for many general scenarios in VS, however in a bit more of specific way. This track reminds me of a newborn baby being held by it's mother and slowly opening it's eyes for the first time. In slow motion. The whole track has this calming quality, that feels like it could only follow something chaotic and trying, making it a good track to play just as the winter snow is melting and the wildlife is getting back into it's normal routine. Or any time really. The Caretaker - Things That Are Beautiful and Transient This one is a little more specific, but I like it. All of The Caretaker's music sounds pretty much exactly like this-- old, 20's ragtime/orchestral/piano music that sounds like it's being played back through a first generation Edison phonograph. This, to me, makes for some interesting and bizarre music to listen to while running through the Resonance Archives. It's like you're listening to the happy memories of a bygone world, warped and distorted by the passage of time to resemble something a little more unsettling. In fact, most of their music sounds like what you might actually hear if you played back music on the game's Resonator. Anyway, I get it if most people don't like it. Earth - Omens and Potents I Great music to ride your Elk (or horse if you're using mods) across a valley or a desert to during the dead of the summer. Reminds me of Clint Eastwood riding up on you, guns drawn, bloodshot eyes, with a doob hanging from the corner of his mouth. This whole record, The Bees Made Honey In The Lion's Skull, is great and has this same vibe throughout. Perhaps a little more suited for a game like Red Dead Redemption, but I think it fits VS pretty well too. Barn Owl - Flatlands Similar in vibe to Earth (although not as apparent in this particular track), but a little more "mystical" and folky. A lot of droning string sections in their instrumentals that fit the vibe of the game quite often for me. Grouper - She Loves Me That Way Okay, this one admittedly I'm not sure fits into the game in any way I can justify verbally, aside from me just liking it. There are vocals present, which isn't something i'd insert into a game soundtrack. Still the vocals are very minimalist, and do not take center stage of the production, so i'll let that pass. I just more or less love the "vibe" of this generally. It's like i'm being sung the truth of the world from the sky by an ethereal female seraph. Tim Hecker - Black Refraction Just some pretty piano music, with a weird kind of "static" hanging around in the background of the whole piece, as if some other presence is trying to push it's way through the music into your ears. Or perhaps as if the music itself is on the very edge of stability. I like that sort of thing, because the world in the game is in a similar position between the "normal" world and the Rust. Nine Inch Nails - Out In The Open The Ghosts albums are a great source to find little instrumental pieces that fit the VS vibe pretty well. This track in particular fits the bill for me. Aphex Twin - #2 This is a weird little number, that for me fits the vibe of exploring underground caves/ruins pretty well. A little busier than the other stuff, but very strange and off putting, which i think is appropriate in a game where lovecraftian monsters are trying to kill you in the dark all the time. 1 1
jerjerje Posted December 2, 2025 Report Posted December 2, 2025 On 6/12/2025 at 4:57 AM, Never Jhonsen said: I was under the impression that that's how Vintage Story works as well. "Crafting" is a song I only hear when I'm doing a lot of clayforming, "The Setting Sun" plays at dusk, and "To Dawn, from a very rainy night" only plays when it's, heh when it's dawn, and had been raining through the night. And whenever I visit a place I haven't been in awhile, "Nostalgic" plays. Then there's your seasonal fillers like "Summer Day", and climate specific ones like "Arctic Winds" that only plays in the arctic. That is partially correct. Every track in the game has a certain time of day it can play at. For example "The Setting Sun" can only play between hours 16 and 18. Some songs are also limited by the current season (like the tracks "Spring", "Summer Day", etc.). Some songs are even limited by latitude or temperature (like the track "Arctic Winds"). That said, there is no check for whether the player is clayforming, visiting a place you haven't seen in a while, or whether it rained recently. At least not unless they hardcoded such limits, which I rather doubt. My information on this was taken from the "survival/music/musicconfig.json" file, which seems to control the way music plays. Here is the current contents of the file: Spoiler { properties: { mindelay: 4, maxdelay: 8 }, tracks: [ { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "night-to-day", name: "Night To Day", onPlayList: "survival|creative", minhour: 3, maxhour: 5, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "setting-sun", name: "The Setting Sun", onPlayList: "survival|creative", minhour: 3.25, maxhour: 5.25, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "daylight", name: "Daylight", onPlayList: "survival|creative", minhour: 8, maxhour: 12, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "hallowcroft", name: "Hallowcroft", onPlayList: "survival|creative", minhour: 12, maxhour: 23, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "setting-sun", name: "The Setting Sun", onPlayList: "survival|creative", minhour: 16, maxhour: 18, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "creating", name: "Creating", onPlayList: "survival|creative", minhour: 14, maxhour: 18, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "mirror", name: "Mirror", onPlayList: "survival", minhour: 13, maxhour: 16, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "vintagestory", name: "Vintage Story", onPlayList: "survival", minhour: 13, maxhour: 16, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "sunny-village-create", name: "Sunny Village [Create]", onPlayList: "creative", minhour: 5, maxhour: 13, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "peaceful-village", name: "Peaceful Village", onPlayList: "creative", minhour: 5, maxhour: 13, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "groove", name: "Groove", onPlayList: "survival", minhour: 5, maxhour: 13.5, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "building", name: "Building", onPlayList: "survival|creative", minhour: 10, maxhour: 15, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "through-the-grass-survive", name: "Through the grass at night [Survive]", onPlayList: "survival", minhour: 22, maxhour: 24, minSeason: 0.3, maxSeason: 0.8 }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "through-the-grass-survive", name: "Through the grass at night [Survive]", onPlayList: "survival", minhour: 0, maxhour: 3, minSeason: 0.3, maxSeason: 0.8 }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "spring", name: "Springtime", onPlayList: "survival|creative", minhour: 7, maxhour: 17, minLatitude: 0.25, minSeason: 0.2, maxSeason: 0.42, "__comment": "In code, the start priority is capped to at least 1", startPriority: { avg: 1.1, var: 0.2 } }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "summer-day", name: "Summer day", onPlayList: "survival|creative", minhour: 7, maxhour: 17, minLatitude: 0.2, minSeason: 0.4, maxSeason: 0.65, startPriority: { avg: 1.05, var: 0.2 } }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "summer-stroll", name: "Summer stroll", onPlayList: "survival|creative", minhour: 6, maxhour: 17, minLatitude: 0.2, minSeason: 0.4, maxSeason: 0.65, startPriority: { avg: 1.1, var: 0.2 } }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "tuningcylinder/theinvention", name: "Resonance archives - the invention", onPlayList: "survival|creative", minhour: 9, maxhour: 15, minLatitude: 0.1, minSeason: 0.4, maxSeason: 0.65, startPriority: { avg: 1.1, var: 0.2 } }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "fall-o'-croft", name: "Fall o' croft", onPlayList: "survival|creative", minhour: 7, maxhour: 17, minLatitude: 0.25, minSeason: 0.65, maxSeason: 0.9, startPriority: { avg: 1.1, var: 0.2 } }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "fall", name: "Fall", onPlayList: "survival|creative", minhour: 7, maxhour: 17, minLatitude: 0.25, minSeason: 0.6, maxSeason: 0.75, startPriority: { avg: 1.13, var: 0.2 } }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "winter", name: "Winter", onPlayList: "survival|creative", minhour: 8, maxhour: 19, maxTemperature: -1, minLatitude: 0.25, minSeason: 0.9, maxSeason: 1, startPriority: { avg: 1.1, var: 0.2 } }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "winter", name: "Winter", onPlayList: "survival|creative", minhour: 8, maxhour: 22, maxTemperature: -1, minLatitude: 0.25, minSeason: 0, maxSeason: 0.2, startPriority: { avg: 1.1, var: 0.2 } }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "arcticwinds", name: "Arctic Winds", onPlayList: "survival|creative", minhour: 0, maxhour: 24, maxTemperature: -6, minLatitude: 0.77, maxLatitude: 1, startPriority: { avg: 1.1, var: 0.2 } }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "arcticwinds", name: "Arctic Winds", onPlayList: "survival|creative", minhour: 0, maxhour: 24, maxTemperature: -6, minLatitude: -1, maxLatitude: -0.77, startPriority: { avg: 1.1, var: 0.2 } }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "adventuring", name: "Adventuring", onPlayList: "survival", minhour: 15, maxhour: 20, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "to-dawn", name: "To dawn, from a very rainy night", onPlayList: "survival|creative", minhour: 0, maxhour: 5, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "midnight", name: "Midnight", onPlayList: "creative", minhour: 0, maxhour: 1.5, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "midnight", name: "Midnight", onPlayList: "creative", minhour: 20, maxhour: 24, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "midnight", name: "Midnight", onPlayList: "survival", minhour: 23.5, maxhour: 24.5, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "nostalgic", name: "Nostalgic", onPlayList: "survival", minhour: 6, maxhour: 11, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "heartbeat-survive", name: "Heartbeat [Survive]", onPlayList: "survival", minhour: 6, maxhour: 13, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "heartbeat-create", name: "Heartbeat [Create]", onPlayList: "creative", minhour: 6, maxhour: 14, }, { "$type": "Vintagestory.API.Client.SurfaceMusicTrack, VintagestoryAPI", file: "radianceandrust", name: "Radiance and rust", onPlayList: "survival", distanceToSpawnPoint: 600, minhour: 6, maxhour: 17, }, { "$type": "Vintagestory.API.Client.EventMusicTrack, VintagestoryAPI", file: "theresonancearchives-barren", name: "The Resonance Archive", schematicCode: "resonancearchive", startPriority: { avg: 3.1, var: 0.15 } }, { "$type": "Vintagestory.API.Client.CaveMusicTrack, VintagestoryAPI", parts: [ { files: ["deepunderground/aquatic drone*"] }, { files: ["deepunderground/bell piano*"] }, { files: ["deepunderground/bells*"] }, { files: ["deepunderground/deep drone*"] }, { files: ["deepunderground/metal bass*"] }, { files: ["deepunderground/piece*"] }, { files: ["deepunderground/ticking*"] } ], stopMusic: true, maxSunlight: 12, } ] } So the game doesn't adjust the music to what the player is doing. But it does adjust to the time of day and season (and occasionally latitude and temperature). 1
Broccoli Clock Posted December 3, 2025 Report Posted December 3, 2025 On 6/16/2025 at 3:51 PM, FatherMcGnutty said: .. music stuff .. Have a belated like for that. While I don't listen to music when gaming, I do like the choices. My music collection is, er... eclectic and I have a pretty large selection of lo-fi electronica that would fit very well with the albums you listed.
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