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Game Music Part 2: In the Driver’s Seat

The example “02_In-Game Music” reuses the music from “01_In-Game Music” and adds more transitions segments, stingers, and an additional set of variables to transition music over different contexts. The following are advanced features included in this example:

  • An additional State Group for Music Transition: A new state group is used to manage interactive music transitions between the In-Game music and the Menu music. It provides an example of how transitions can be set between different game contexts.

  • Stingers: Stingers are brief musical phrases that are superimposed and mixed over the currently playing music.

    • Bonus Stinger: The “Bonus” stinger uses the segment “Stinger Bonus” for all objects except for the Fight music container, which uses the segment “Stinger Bonus - Fight”. “Stinger Bonus - Fight” has three subtracks set to play in sequence. This ensures that you hear a different music punch each time the Bonus stinger is triggered in the Fight state.

    • Backup Team Arrives: The “Backup Team Arrives” theme has been composed to play over the Fight music only. It uses the music segment “Stinger Backup Team”, which has been routed to a control bus that auto-ducks the “00_Fight” bus by -10 dB.

  • Additional Transition Segments: The transitions found in the “02_In-Game Music” music switch container manage the transitions between the in-game music and the menu music. There is also a custom transition between Fight and Menu music that uses the dedicated transition segment "Fight to Menu Transition".

  • Transition from Fight to “Nothing”: This transition uses a transition segment named “Death”. In this case, the “Nothing” state occurs at the main character’s death.

  • Stealth to Stress Transition: The transitions between Stealth and Stress have been enhanced by adding rules to the Transition Matrix to get more interesting results. For example, if segment “Stealth_Seg_02” is playing when a transition to the Stress state occurs, the specific destination segment will be “Stress_Seg_02” instead of the first segment of the Playlist as the default behavior proposes. Six rules have been defined to cover all possible transitions between the three Stealth segments and the three Stress segments.

To listen to Game Music Part 2:

  1. In the Sessions tab of the Project Explorer, double-click the Soundcaster session named “Music”.

  2. In the Soundcaster, set the states to “InGame” and “a_Stealth”.

  3. Start the music playback by playing the “Play_Music” event.

  4. Change the different states; launch the other events such as Mute_Drums or Set_LPF (low pass filter).

  5. With the state set to Fight, click each trigger button (>) to hear the “Backup_Team_Arrives” and “Bonus” stingers.


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