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Author Topic: Dynamic Music corresponding to situation addon theories  (Read 1237 times)

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kevinfostereditguy

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In short, music that is dependant on whatever the player is doing at the time. iv been thinking about this for months, thinking it will be a great feature for a game. let me explain, instead of a soundtrack in the background, you have a arrangement of sounds that combine into a background music score, for example, a script similar to this could be used in a simple way for a player getting in a car

the first thing is to check if the player is in the car at the time. if they arent there is no change to the music. when the player gets in the car a looped script like this kicks in-



#loop
?(player in car):goto "playerincar"
goto "loop"

#playerincar
playsound "slowthumpbeat"
?(speed of car >=5):goto "setoff"
?(player not in car):goto "loop"
~2
goto "playerincar"

#setoff
playsound "fastthumpbeat"
?(speed of car >=20):goto "faster"
?(speed of car <20): goto "playerincar"
?(player not in car):goto "loop"
~2
goto "setoff"

#faster
playsound "speedythumpbeat"
?(speed of car >=40):goto "vfast"
?(speed of car <40): goto "setoff"
?(player not in car):goto "loop"
~2
goto "faster"

#vfast
playsound "crashingthumpbeat"
?(speed of car <40): goto "faster"
?(player not in car):goto "loop"
~2
goto "vfast"

exit


all the playsounds are simple drum and cymbal beats that last for 2 seconds (or maybe 4), that are

slowthumpbeat is a steady bom...bom...bom...bom...

fastthumpbeat is a faster bombombom...bombombom...

speedythumpbeat is a continuous bombombombombombom

crashingthumpbeat is bombombom*crash**crash*bombombomcrash*crash**crash*

these loop over and over again depending on the speed of the  car, so if the player is just cruising along, they will get the steady slowthumpbeat, if they startto speed up, the beat will too with fastthumpbeat, if they are going pretty fast, they will get a hectic speedythumpbeat to correspond with their speed and if going full pelt they will hear the full on drumming and cymbals going to correspod iwth the sense of speed they are going.

when the player slows down, the beat will go steadily down, say the player has been going full pelt and comes to a full stop, there will be 2 seconds of the crashingthumpbeat,then 2 seconds of speedy, then 2 of fast then 2 of slow to make a smooth beat that sounds good and shows the speed well in soundwise. the music will stop alltoghether if the player gets out and thats what im gonna talk about in my next post.

just give this a read and see what you think of it. any comments and ideas would be great. its an idea that i dont think has been done and would love to get some feedback.

Offline @cero

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Re:Dynamic Music corresponding to situation addon theories
« Reply #1 on: 13 Dec 2002, 18:46:02 »
 ???I may ask, what is the point in that? I may understand it the wrong way, but, basicly what you are about is creating a bit that if the car go fast the bit gos faster, if it go slow the bit go slow, what for?
Sorry, I'm just wondering, I don't think I understand it right.
@cero
SCREWBY!!!

JFK

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Re:Dynamic Music corresponding to situation addon theories
« Reply #2 on: 13 Dec 2002, 23:10:51 »
i think it only makes sense if you use a more complicated example.........um.......like if you r doing a black op mission or sumthing and ur spotted, the music could speed up or sumthing?

kevinfostereditguy

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Re:Dynamic Music corresponding to situation addon theories
« Reply #3 on: 14 Dec 2002, 00:19:08 »
its really all about atmosphere, but that would be a good example. say you are crawling thorough a town at night stealthily, the script would check if someone is close, and a slow heartbeat type rythm could start to simulate tenseness. if another unit comes close, the beat could speed up and a bit more eratic, if a thrid is close, the beat would be very fast and tense. say one leaves the area, the beat would go a bit slower, but still tense and less for every unit that leaves your area, until it is a steady, calm beat. say you are spoted when a guard is around, the beat would be more "combat" style, like metal gear solid until there are no more guards around.

also, if it was a stealth mission, you wont be shooting much, so if you do have a sniper rifle and take a shot, there could be a "cliffhanger" sound for a few seconds if you know what i mean, what could either fade back into calm if you are still undetected, or change to a more manic beat if you are detected.

i can explain this a bit better in my next post anyway, i gtg now, but do you get the idea? could be pretty cool.