버전
This chapter illustrates a very simple state based music system that operates both in layers, based on intensity, and sequentially, based on game state. The use of tempo based transitions helps keep the music in-sync across state changes, while the amount of danger dynamically controls the volume of different ambient music tracks. The combination of these techniques results in a musical soundtrack that is customized to the player's experience.
Throughout this chapter we have:
Discussed the role of interactive and dynamic music in games.
Discussed the use of different types of implementation strategies.
Talked about preparing music content for integration.
Compared the Interactive Music Hierarchy with the Actor-Mixer Hierarchy.
Established the use of Music Segments, Music Playlist Containers, and Music Switch Containers.
Stepped through the process of:
Creating a music implementation based on the Sequential Approach using RTPCs to control the dynamics of the ambient music:
Creating Music Segments.
Adjusting track lengths.
Looping Music Tracks.
Adding Music Segments to Music Playlist Containers.
Looping a playlist.
Creating game parameters.
Modifying Music Track volume based on RTPCs.
Creating a music implementation based on the Sequential Approach using a playlist to randomly recombine action music segments.
Switching between music based on state:
Defining the transition matrix between source and destination.
Defining transition behavior.
Setting variables for exiting a source.
Using the music fade editor.
Defining a transition segment.
We've also touched on:
Working in the Interactive Music Layout.
Throughout this section we have created the following objects:
A music system Switch Container that switches between ambient and action music based on game state.
A looping ambient Music Playlist Container which includes an ambient Music Segment and ten tracks of music with volume RTPC based on the danger game parameter.
A game parameter used to simulate danger.
A playlist container which includes Music Segments that are randomized to create a seamless loop of action music.
An action music theme ending used as a transition segment when switching from the action to ambient state.
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