►War of Tiny Creatures (or: play Worms on Linux)

Last posts were always related to music, so I think (or hope) my readers will “excuse” me for posting “off-topic” this time – although I could even write about astronomy, if I had anything to write about it, because this is my own blog, duhhh… but now I’m really getting off-topic lol…

This post is about an oooooold “addiction” of mine (and many other people as far as I know), more precisely a video game (and believe me, I’m not the video-game-guy AT ALL, I hardly ever play anything…):

Worms Armageddon

Yes, that funny game from 1999 by Team17, about a “nuclear” war between worms.

What?! Don’t know it? Go right now and read more about it, then keep on reading here.

Anyway, this post is not only about this game and me having re-discovered it (again, yes, for the second time, first time was about two years ago, playing against my house mates in my university days), but about something much more special, at least for me:

I am playing it – with almost EVERYTHING working! – on my Linux laptop, yes, you’re reading correctly, here’s a screenshot:

Worms Armageddon on Linux
Worms Armageddon on Linux  (scaled down to fit, click to see full resolution)

I have to say that this is something I always wanted to do (as I don’t have any windows anymore), but until most recently it was very complicated and didn’t work well at all and you had to mess around manually with patches for WINE.

And so I thought I’d share this with you, might come in handy for someone else on the internet out there aswell.

Well, the secret is a program developed by a programmer and “Worms Addict” who calls himself Lookias, that program is a wrapper and also includes – obviously, that’s the heart of all – a patched version of WINE and libraries.

Lookias Frontend to play Worms on Linux
Lookias Frontend to play Worms on Linux

With this program, all you have to do is install W:A (don’t want to know from where you get it or how, that’s not my business) and then you can directly launch it from there, it will run at first attempt (at least did so in my case). You will find instructions in the package itself and also on the other site I list further down on here.

Great work, Lookias!

The only issue I had was sound, first wouldn’t work at all, but then I did a search on the net, and found the solution (which is NOT well documented on the websites I will list further down on here), so I thought I’d better share it aswell.

Sound will start working if you set “Audio Acceleration” in the WINE Settings dialog (under the Tab “Audio”) to “Software Emulation”. Yes, strange at least, but really effective. Will work 90%, which means, sometimes sound will stop working for a minute or so but then start working again, by itself.

With this, the game is 100% playable, and really well. Only thing I didn’t test (never played it before anyway) is Online playing. But as far as I can read from other users’ experience, this should work aswell.

So, here are the links:

Official Website of W:A

Lookias Website (here you get the fantastic frontend)

Website of ViolatoR (quite well written userguide for the frontend)

Have fun!!! 😀

►Let’s talk Dynamics!

Did you ever wonder why some electronic music (or even some acoustic music) sounds so terribly “uninterestingly equal” along the whole track?  No emotion at all? No surprises? That’s because it’s lacking dynamics.

It’s a fundamental part of interpretation in all kind of music, already for several centuries, and yet in many a track (except for classical music) that’s produced today, it gets completely forgotten.

One culprit is the phenomenon of excessive compression, that first appeared towards the end of the 90’s and was (fortunately) at least partially eliminated over the course of the last few years. It happened to all kind of music, just listen carefully to some tracks from the 70’s or 80’s , compare to a similar genre but from mainstream music from the mid-nineties and you’ll get what I mean.

The reason was simple: everybody wanted to get his mix as loud as possible, so that it would “outstand” the others, so they started to use more and more compression, and if you add that to the compression that’s already natural to find on every radio station (to allow easy listening at low volumes or in noisy environments), a total loss of dynamics was the result, at some times even a kind of permanent soft-clipping.

But at least this seemed to have been noticed by conscious listeners and received enough criticism to have been slowly abandoned over the last few years, at least when talking about quality productions.

Still there’s another reason: the heavy usage of electronic means to produce music, especially the computer. Theoretically, most good music production environments on whatever computer system do support dynamics (even MIDI, in form of the velocity parameter). BUT: many people out there just DON’T use it at all.

And that’s terrible, and any real musician who has a minimum of musicality and feeling will recognize that.

So, let’s talk about how to do it. The’re obviously several ways, and a miriad of programs out there (from the big, well known to the small, almost unknown), so I won’t go into details. But I’ll try to give some ideas.

Sequencers (based on MIDI): use the velocity parameter that is available for every note. Your program might have useful functions to automate, or at least  facilitate (crescendos, etc) this.

Trackers: they normally have some parameter that is called volume or similar and works like the velocity parameter in midi, just use it. Some of the better programs even support humanizing this parameter, that’s a good idea to use AFTER having set basic dynamic references, to get it to sound less “square”.

Multi-track DAWs (like ProTools, Logic, Ardour, etc.): if you use a tracker or sequencer, allied to sampling or soft-synths to compose your music and then a DAW (digital audio workstation) to put the parts and tracks together for easier cutting/mixing, then you have three options here: or you do all the dynamics in your tracker/sequencer, or you do it all in the DAW using gain automation or envelopes, or – and in my humble opinion that’s the best solution – you opt for BOTH.

Why’s that? Because you prepare the base of your dynamics while composing already – easier to understand and work with – and later on, while mixing and adjusting all the details in your DAW, you increase the effect or adjust it, just as your ears and musical instinct demands.

Regarding adjusting the dynamics in a DAW, I’d like to give you some ideas here:

  • use the envelope of your track waveform directly to adjust the dynamics. This has a huge disadvantage, though: you can only do this when you finished the mixing, because you’ll be unable to easily correct the base volume of that track. So it’s bad, because you might change your mind about that, especially after doing the dynamics…
  • use gain automation on the affected track. This solution has exactly the same problem: you won’t be able to change the base volume in the mix, unless you manually redo all the points. Still it might be a good solution if you’re sure you will maintain the volume or do a mix later on in a different program or after bouncing it back to disk, because it’s the easiest and quickest way.
  • add a new stereo bus and feed your track’s output to it, and then do gain automation on the bus, not on your  track. This is, in my opinion, the perfect solution, because you adjust your track’s volume to whatever you want, for mixing, and the bus you start out with 0dB, drawing whatever gain automation you want, allowing you to continue changing the reference volume of that track easily in your mixer panel after it.

So, as you see, the last solution I presented, allows for adjusting whatever dynamics you want, and still you’ll be able to change the mix afterwards so it get’s exactly as you like. All this without any bouncing or exporting or whatever.

This can be used for panning automation aswell, by the way.

Ah, and very important: apply your compression AFTER doing the work with dynamics, but DON’T exaggerate! Don’t be another LOUDNESS-FREAK! Because if you do, all the work was for nothing (remember: compression is “anti-dynamics”).

So, I hope I have given you some ideas to facilitate the employ of dynamics or even got you to try it out, if you never used it before.

Regarding “total newcomers” in the area of dynamics: how to do it, how to feel where the music should have more or less volume, how to pass from one to the other (crescendos and decrescendos or subito (sudden change))?

I suggest you listen to classical music. Generally it’s where you find the most dynamics and you can most easily understand the reasons. Get a score to look at while listening, that’s best.

Still I will mention a few common situations to get you started:

  • Dynamics often follow the melody’s line, I mean, if notes are getting progressively higher (like in a scale, for example), volume might also increase progressively in a certain amount. If instead they are going down, volume might reduce progressively (decrescendo).
  • Usually dynamics go down towards the end of a musical phrase, UNLESS it’s a point of TENSION, then it might go in exactly the opposite way.
  • Talking about tension, normally the volume is reduced when a chord or melody note has the function of “resting”, I mean, after that preceding situation of tension, the resolution usually will have less volume.
  • Dynamics might follow tempo changes, if they exist in a composition. But note it’s only an option, and sometimes it might even sound bad. Again, it has to do with tension (increasing speed might create this sensation, so you might want to increase volume aswell).

That’s all for now, but I might get back to this some time. Oh, and spread out the word so to improve quality of music in general, start talking dynamics, too! 😉