[IDEA] Music that builds up as the player progresses

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  • Hello Clickers!
    This is my first post here, so please correct me if I make mistakes.

    I tried to compose music for the first time ever, and I got an idea.

    You need to have individual channels of music of the song you want to use (If you're hiring a music composer to compose for you ask him/her to send you each channel as individual files)

    Then mute all tracks at the start of the frame, and then choose your own way of finding out how much progress has been made!
    A few ideas:
    X/Y position of player
    How much items/weapons have been obtained by the player
    You can also have individual music pieces for individual items! :P

    Here is the a MFA for the idea in action.
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    Like I said, I've never composed any music before, the music will probably sound really bad. :P

    I used trees as indicators how much progress has been made, this can be implemented in so many different ways.

    Now I think about it, Super Mario World also has this.
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    Notice how after 40 seconds in the video you hear those bongo drums(?) playing? You hear those when you're traveling with Yoshi.

    Send me stuff about how you have used this in your game! I would like to see it.

  • When I recently spoke to my audio team, they suggested the same thing.

    Apparently it's common practice among game composers. They compose music in layers anyway, so they figure they may as well separate the layers and use in-game cues to bring them in one by one

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  • Impulse Tracker (.it) files are particularly good at this, as their sounds are divided into channels from the start, and you can set up looping parts.
    Please login to see this link. by DavidN has plenty of sounds like that, but I don't think it employs muting the above way.

    Darkwire Software Lead Programmer (C++ & C#)
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  • I used Impulse Tracker to export an IT file to MIDI about a month ago, but to me the software seems really old.
    I wonder why people aren't switching over to newer software, like FL Studio?

    Since I have FL Studio demo I save everything as MIDI files anyways.

  • Have you used OpenMPT? It can export IT files. (And don't dismiss it just because it's free: It was used to compose the soundtrack for Bejeweled 3, according to this: Please login to see this link.)

    Also, FL Studio is technically a paid program, unlike Impulse Tracker, so there's that. And before you say you can use the demo for commercial purposes, so it doesn't matter:

    Quote

    In the event the User’s version of the Software is a trial or demo version, the User’s usage of the Software is limited to private use only. The User is expressly forbidden to use the User’s projects created with such a demo version of the Software for commercial purposes, both “profit” or “not-for-profit”. Notwithstanding any foregoing provisions, should the User not comply with this obligation, Image Line will have full ownership over these projects and is therefore entitled to all revenue generated by this commercial usage. In order make this enforceable, the User will hand over the User’s bookkeeping controls to Image Line on simple request.

    Quote from Please login to see this link.. And it's not exactly the cheapest program out there, so that's another thing to note.

    Point being, there IS, in fact, a reason why some (or a lot of) people are sticking with free programs.

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • I skipped the terms of service :/

    I have been using FL Studio for a year now, and I got used to it.

    I guess I'll have to try to find out how Impulse Tracker works someday if I want to create music for games

    At least I still have FL Studio for personal use...

  • It's often better to have files in a more raw form so the person who's gonna use them has more freedom

    Not sure what you meant by that. More raw form than what?

    Anyway, what I meant is that the idea you mentioned is already common practice. Songs are split up into separate tracks (in whatever format), which you can then enable/disable/fade any which way you want.

    Many AAA games use this method, though not all. Off the top of my head, Witcher 3 does, Skyrim doesn't. The ones that do often separate music into at least three tracks - an ambient track (default, just exploring), a semi-intense track (enemy is near), and an intense track (combat has started) - which they'll stack on top of each other as needed.

    At the moment, I don't personally use this system in my game because my levels are short and the player dies a lot, so it'd end up sounding too choppy (returning to a default/ambient state every time you died). But I'd definitely do it this way if I had larger levels or lots of scripted story content.

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