*updated* WIP of dynamically triggered audio track
Got the guitar track done:
TrackAB(with chunky guitar)
So one of the games I am working on is a 3D Gothic Action game. The team decided they wanted music that would flow in and out of battle music when enemies are encountered.
They asked for gothic/organ tracks to be the "bed" and metal guitar and drums to be added when fighting. So I have to create two tracks, both will be playing by the audio engine but the "battle track" will be at 0 until the player encounters a baddie...then the "battle track" gets thrown in the mix with the "traversal track" to create one piece.
This is nothing new, but it is cool to write for. So I thought I would show you my progress for anyone interested. For the "battle track" listed below I mixed both tracks in for team preview though the final "battle track" will be only guitar and drums.
Traversal(TrackA)
Battle(TrackB)
Again, I thought someone might be interested in this or it's process so I'm posting it here. Feel free to comment or ask questions!
BTW, this game is the same game I mentioned in my last post here:
New Creepy Track [Edited by - anthemaudio on March 2, 2006 11:22:06 PM]
Um...is there *any* guitar in track B?
=P
(it was pretty darn good...but I was lookin' for that guitar! =)
=P
(it was pretty darn good...but I was lookin' for that guitar! =)
________________________Quote:
OluseyiI knew of a "Christian" couple in Nigeria who named their child "God's End-time Battle Axe." I kid you not.
not yet...that's why it's posted as WIP (work in progress). I'll have it up in a day or so. Looking for the right cab. Thanks for listening though. I was afraid no one checked it out at all.
Awesome. I'm designing a gothicy type game myself, and I've been looking for some inspiring music samples to help the creative process kick along. I'm also planning on some dynamic music of some kind as well (although admittedly it's easy to throw these things in when you're still at the design stage).
The WIP tracks are sounding pretty good to me. I admit I was expecting a bit more churchy organ music when you wrote it was "gothic", but it sounds really good for your typical dungeonesque game.
A question about the dynamics though: If you want to phase out parts of Track A when the combat starts, why can't you just fade out Track A when you bring in Track B rather than having to bother with cancelling out elements with phase trickery?
The WIP tracks are sounding pretty good to me. I admit I was expecting a bit more churchy organ music when you wrote it was "gothic", but it sounds really good for your typical dungeonesque game.
A question about the dynamics though: If you want to phase out parts of Track A when the combat starts, why can't you just fade out Track A when you bring in Track B rather than having to bother with cancelling out elements with phase trickery?
Phase trickery is neat, but it's not perfect. Just a simple vocal removal effect (which basically is my model here) still removes some frequencies of the overall piece that I don't necessarily want to lose. It's very subtle what I'm planning and it's only for a spot here and there, not the entire instrument.
Why though? Why not just have two alternate tracksplaying simultaneously? Really, cause I think it's neat and I'm not sure anyone has done it.
This might all change once the guitar piece is in there. I've written the guitar part and have a track using samples and soundfonts, but it's not as convincing quite yet, otherwise I'd post that here.
For other levels I have thicker organs (though this track is in fact a pipe organ but very rarely plays any chords) but they need this completely playable level for Beta in a week or so.
Why though? Why not just have two alternate tracksplaying simultaneously? Really, cause I think it's neat and I'm not sure anyone has done it.
This might all change once the guitar piece is in there. I've written the guitar part and have a track using samples and soundfonts, but it's not as convincing quite yet, otherwise I'd post that here.
For other levels I have thicker organs (though this track is in fact a pipe organ but very rarely plays any chords) but they need this completely playable level for Beta in a week or so.
Finally got to that dagnabbed guitar track. Rather...guitar tracks. There's probably like 8 guitars in there, all with different mics, amps, and amp sims.
TrackAB(with chunky guitar)
This is going to be what it sounds like when the two tracks are playing together. Chunky enough?
Oh for fun...
Tony
TrackAB(with chunky guitar)
This is going to be what it sounds like when the two tracks are playing together. Chunky enough?
Oh for fun...
Tony
Sounds cool. Don't really have anything specific to say 'bout it... just wanted to let you know that I liked it. Good luck with the game.
Well poop, the dev team took out the dynamic aspects of this track. The battles were to constant for the player to differentiate the two tracks properly (I'm guessing anyway) and the team went final without it.
Rather, they still have the non-guitar version in some of the levels but it just loops statically.
Oh well, at least I had fun writing it.
Thanks everyone for listening.
Tony
Rather, they still have the non-guitar version in some of the levels but it just loops statically.
Oh well, at least I had fun writing it.
Thanks everyone for listening.
Tony
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