Table of Contents
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:
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Discussed the role of interactive and dynamic music in games.
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Discussed the use of different types of implementation strategies.
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Talked about preparing music content for integration.
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Compared the Interactive Music Hierarchy with the Actor-Mixer Hierarchy.
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Established the use of music segments, music playlist containers, and music switch containers.
Stepped through the process of:
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Creating a music implementation based on the Horizontal Approach using RTPC to control the dynamics of the ambient music:
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Creating music segments.
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Adjusting track lengths.
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Looping music tracks.
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Adding music segments to music playlist containers.
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Looping a playlist.
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Creating game parameters.
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Modifying music track volume based on RTPC.
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Creating a music implementation based on the Vertical Approach using a playlist to randomly recombine action music segments.
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Switching between music based on state:
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Defining the transition matrix between source and destination.
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Defining transition behavior.
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Setting variables for exiting a source.
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Using the music fade editor.
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Defining a transition segment.
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We've also touched on:
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Working in the Interactive Music Layout.
Throughout this section we have created the following objects:
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A music system switch container that switches between ambient and action music based on game state.
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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.
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A game parameter used to simulate danger.
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A playlist container which includes music segments that are randomized to create a seamless loop of action music.
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An action music theme ending used as a transition segment when switching from the action to ambient state.