Table des matières

Music Summary

This chapter illustrates a very simple state based music system that operates both horizontally, based on intensity, and vertically, based on game state. The use of tempo based transitions helps keep the music in-sync across state changes, while the amount of Danger dynamically controls the volume of different ambient music tracks. The combination of these techniques results in a musical soundtrack that is customized to the player's experience.

Throughout this chapter we have:

  • Discussed the role of interactive and dynamic music in games.

  • Discussed the use of different types of implementation strategies.

  • Talked about preparing music content for integration.

  • Compared the Interactive Music Hierarchy with the Actor-Mixer Hierarchy.

  • Established the use of music segments, music playlist containers, and music switch containers.

Stepped through the process of:

  • Creating a music implementation based on the Horizontal Approach using RTPC to control the dynamics of the ambient music:

    • Creating music segments.

    • Adjusting track lengths.

    • Looping music tracks.

    • Adding music segments to music playlist containers.

    • Looping a playlist.

    • Creating game parameters.

    • Modifying music track volume based on RTPC.

  • Creating a music implementation based on the Vertical Approach using a playlist to randomly recombine action music segments.

  • Switching between music based on state:

    • Defining the transition matrix between source and destination.

    • Defining transition behavior.

    • Setting variables for exiting a source.

    • Using the music fade editor.

    • Defining a transition segment.

We've also touched on:

  • Working in the Interactive Music Layout.

Throughout this section we have created the following objects:

  • A music system switch container that switches between ambient and action music based on game state.

  • A looping ambient music playlist container which includes an ambient music segment and ten tracks of music with volume RTPC based on the danger game parameter.

  • A game parameter used to simulate danger.

  • A playlist container which includes music segments that are randomized to create a seamless loop of action music.

  • An action music theme ending used as a transition segment when switching from the action to ambient state.