Soundtrack

== Dungeon Keeper ==
Dungeon Keeper's soundtrack was composed by Russell Shaw. It is in Red Book (Compact Disc Digital Audio) format, meaning it can be played in any standard CD player.
Different releases have different names for each track. The track names are as follows:
Some releases of Dungeon Keeper Gold do not include the soundtrack.
The formula for deciding which track a level plays is:
3 + ((level number - 1) mod 4)
The SET_MUSIC script command is supposed to override this, but it does not work. It is fixed in recent releases of Dungeon Keeper FX. As its parameter, you need to specify the exact track (the data track counts) you wish the level to play.
Dungeon Keeper FX lets the game play the soundtrack without the CD inserted. This requires there to be music files (in ogg format) in a music directory named keepern.ogg (where n is the two-digit track number) and the -nocd parameter to be used. Starting with KeeperFX 0.4.7.1968, it is possible to have up to 50 music tracks this way. From 1.0, levels support custom music tracks.
The sound directory contains a misleadingly-named music.dat file, which is actually a MIDI (specifically, XMI) file that is used (along with SoundFonts) for atmospheric sound effects. It has nothing to do with the game's soundtrack. The reason it's called music.dat is that MIDI is normally used for music.
=== Trivia ===
*Prior to the redesign in 1996, the music had no tune. Except in trailers and development videos, no traces of the early music are known to still exist. Some motifs of what has survived remain in track 3.
== Dungeon Keeper 2==
Dungeon Keeper 2's soundtrack was composed by Mark Knight.
There are two, unnamed, music tracks, and a third one that did not make it into the game. Some levels have one, some have the other. Rather than just one tune that constantly repeats, the music depends on the circumstance: if all is quiet, the music will be calm, but if there's a fight going on anywhere on the map (excluding Combat Pit fights), the music becomes more dramatic, depending on the intensity of the conflict; if it's a skirmish involving no more than a few creatures, you'll hear snippets of the battle music, but if it's a raging battle involving many creatures, the full battle music will play. This happens regardless of who's involved or where the fight is on the map.
The music style was not planned; Knight didn't have anything in mind, and just experimented until he came across something that sounded suitable. The game goes to the next part of the tune randomly in order to minimise repetitiveness.