Post by twowholeworms on Mar 6, 2015 21:11:17 GMT
I'm working on a game in which the music needs to relate directly to how well the user is doing in the game, and one of the things I'm having issues working out is how to implement multi-track music with MasterAudio.
I have a track I've written in Logic (shameless plug: soundcloud.com/syniq/ice-dance ) which I've bounced to 5 tracks: The basic backing track, the melody, and three additional pad and instrument tracks which I'd like to fade in as the user passes certain score boundaries in the level. Let's call the tracks 1-5 respectively.
What I'd like to do is always play track one, regardless of what goes on, and I'd like to fade track 2 in and out based on events defined in a script. Then when the user passes scores of 100000, 200000, and 300000, I'd like to fade the volume in on tracks 3, 4, and 5 respectively.
Functionally, I would imagine that this could be done by starting all 5 tracks playing at the beginning of the level, and setting the volume on track 1 to 1, and the volume on tracks 2-5 to 0. Then, in my C# code I can set the volume on these tracks when certain events occur.
Does anyone have any recommendations on how to implement this? I'm currently thinking of forgetting about the playlist controller and instead setting up six buses, five for the BGM tracks, and one for other SFX, then clamping the number of concurrent sounds on BGM1-5 to one concurrent voice, then varying the volume on these buses in the code as per my game conditions. Does this sound sensible, or is there an example already out there? I did try to search the forums, but I couldn't find much relating to procedural or multi-track music at all.
I have a track I've written in Logic (shameless plug: soundcloud.com/syniq/ice-dance ) which I've bounced to 5 tracks: The basic backing track, the melody, and three additional pad and instrument tracks which I'd like to fade in as the user passes certain score boundaries in the level. Let's call the tracks 1-5 respectively.
What I'd like to do is always play track one, regardless of what goes on, and I'd like to fade track 2 in and out based on events defined in a script. Then when the user passes scores of 100000, 200000, and 300000, I'd like to fade the volume in on tracks 3, 4, and 5 respectively.
Functionally, I would imagine that this could be done by starting all 5 tracks playing at the beginning of the level, and setting the volume on track 1 to 1, and the volume on tracks 2-5 to 0. Then, in my C# code I can set the volume on these tracks when certain events occur.
Does anyone have any recommendations on how to implement this? I'm currently thinking of forgetting about the playlist controller and instead setting up six buses, five for the BGM tracks, and one for other SFX, then clamping the number of concurrent sounds on BGM1-5 to one concurrent voice, then varying the volume on these buses in the code as per my game conditions. Does this sound sensible, or is there an example already out there? I did try to search the forums, but I couldn't find much relating to procedural or multi-track music at all.