Dynamic music loops?

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  • Hello!


    Maybe a longshot, but is there any way to do dynamic music looping in CTF? (I am not sure what else to call it)

    I would like the soundtrack to loop from and up to a certain point in the track during a boss fight, then during the second phase it "continues" further into the track (which get smore intense) and loops the next part. I coudl slice it up into several parts, but would the transition between stopping one track and starting the next cause a "hiccup"?

    Any one know of an extension (preferably not Windows only) that could do this, or some way natively?

  • I would use another approach instead.

    Use different channels for your tracks. Start all the tracks at the same time, but set the volume to 100 to only the desired channel. This way all the tracks are "synced" but you hear only one.

    Then, you can "fade" between two tracks simply diminuishing the volume of one channel, while augmenting the volume of the other one - like a real dj.

    I hope this makes sense to you.
    Take care,
    Sergio

  • I would use another approach instead.

    Use different channels for your tracks. Start all the tracks at the same time, but set the volume to 100 to only the desired channel. This way all the tracks are "synced" but you hear only one.

    Then, you can "fade" between two tracks simply diminuishing the volume of one channel, while augmenting the volume of the other one - like a real dj.

    I hope this makes sense to you.
    Take care,
    Sergio

    This is genius, thank you.

  • For reference, I do this in one of my upcoming games and not only do I fade between tracks but I can set it to it is Track 1 @ 100% for phase 1, then fade to Track 1 @ 50% and Track 2 at 50% for phase 2, then fade to Track 2 at 100% for phase 3, etc. I then pick tracks which can layer on top of each other, and it allows for the music to more slowly transition from one feel to another.

    .:::.Joshtek.:::.

    Visit Please login to see this link. to publish your freeware Click games and play games made by others or check out Please login to see this link. to enjoy or contribute to our archive of over 3,200 older Click games.

  • For reference, I do this in one of my upcoming games and not only do I fade between tracks but I can set it to it is Track 1 @ 100% for phase 1, then fade to Track 1 @ 50% and Track 2 at 50% for phase 2, then fade to Track 2 at 100% for phase 3, etc. I then pick tracks which can layer on top of each other, and it allows for the music to more slowly transition from one feel to another.

    That is exactly the type of thing I will be wanting to do.

    How many tracks can you have at once?

  • That is exactly the type of thing I will be wanting to do.

    How many tracks can you have at once?

    I only had a few tracks, but Clickteam Fusion 2.5(+) supports up to 48 audio sample tracks, which can be used for either music or samples. You can play samples on a loop on a specific channel.

    If you find there is a pause when you try to start playing samples then you may need to disable the "Optimise 'Play Sample'" option in application properties. You can also set the tracks as "uninterruptible" to ensure nothing stops then.

    .:::.Joshtek.:::.

    Visit Please login to see this link. to publish your freeware Click games and play games made by others or check out Please login to see this link. to enjoy or contribute to our archive of over 3,200 older Click games.

  • I only had a few tracks, but Clickteam Fusion 2.5(+) supports up to 48 audio sample tracks, which can be used for either music or samples. You can play samples on a loop on a specific channel.

    If you find there is a pause when you try to start playing samples then you may need to disable the "Optimise 'Play Sample'" option in application properties. You can also set the tracks as "uninterruptible" to ensure nothing stops then.

    AWesome, thank you for the tips :)

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