[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/agdg/ - Amateur Game Development General

AGDG - The Board

Catalog

8chan Bitcoin address: 1NpQaXqmCBji6gfX8UgaQEmEstvVY7U32C
The next generation of Infinity is here (discussion) (contribute)
Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options
dicesidesmodifier
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1440854659889.jpg (64.35 KB, 556x360, 139:90, music-sound-equalizer.jpg)

cba683 No.21366

How would one go about incorporating a dynamic beat into a game? A rhythm playing through your characters radio that would react to enemies present, character health, attacks, etc? Something which might also be able to slow and speed up and even distort in real time?

Working with Unreal Engine 4, if that makes a difference.

2b873f No.21370

>>21366

Not an expert, but you'll probably need a lot of event handling.


5e9301 No.21372

Do you mean making the game react to the beat of a song? Cause Audiosurf does that, you might want to check out how it handles songs. You could extrapolate that way of handling it into the game. Necrodancer also does something similar.

Or are you talking about changing the beat of the song to react to the events of the game. That's actually really easy to do, as you are just changing the music file based on health/enemies/etc.

Check out https://docs.unrealengine.com/latest/INT/Engine/Audio/Overview/index.html for more info on the unreal audio stuff.


2b873f No.21378

>>21370 here, allow me to elaborate.

I'm assuming you want something akin to The Legend of Zelda: The Wind Waker, where the battle music had trumpets/strings cutting in whenever the player landed a hit. There's also Metal Gear Rising: Revengeance, where boss battle music had two mixes (vocals and non-vocals), and the song cuts to the vocal version when the boss's weak point is exposed.

Basically, here's what the process looks like, from the POV of the music-playing code, so to speak.

>Wait for Enemy to send an event saying they got hit

>Determine if it's the player that hit them

>Play a sound effect

The enemy needs to send the Music Engine an "event" telling the Music Engine that someone got hit, who did the hitting, and (for the special fancy riff that plays during Parry Attacks in WW), what kind of hit it was.

Good news, UE4 already has this implemented. In fact, almost every modern game engine has one of these "event-handling" systems, and they are quite flexible. The trick is learning to use them.

If you're making your own engine, that's a bit more tricky, and beyond my expertise.


22f247 No.21395

>>21378

>>21378

>There's also Metal Gear Rising: Revengeance, where boss battle music had two mixes (vocals and non-vocals), and the song cuts to the vocal version when the boss's weak point is exposed.

There is also Resonance of Fate, which started to play a more upbeat version of the same song whenever you entered Resonance mode.

This is done by either playing the "upbeat" or vocal channels of the song over the normal version at the same time, but reducing its volume to 0 until the point where you want to play the full version; or by making two versions of the same track and decrease the volume of one of the tracks at the same rate you increase the other one to swap the song.


836b0d No.21397

File: 1440895470708.jpg (50.35 KB, 443x788, 443:788, spookyghostappears.jpg)

>>21366

So you want a synthesizer that has patterns/sounds triggered by events?

Sounds costly...but its been done.

For environment on songs, you'd trigger the sound or pattern to play(possibly on the next valid beat to keep in line with the song)

For songs on environment, you'd use event triggers at different durations of the song...how you do it is entirely up to you(manually or when an event passes a threshold with a cool off timer)

https://www.youtube.com/watch?v=vTgAdwLPVj0

https://www.youtube.com/watch?v=4BXKh-xnn7U

Def Jam Icon's really only good feature was this.

The beat could control the environment and gave strength bonuses to the player periodically in the game.

The player could control the beat by using taunts, reversing it/changing the song/while the game added special effects(scratching/reversing) and low pass filters to the song.


be7227 No.21411

How does the file system of a game like Guitar Hero or Dance dance revolution works?


bab1d8 No.21414

File: 1440942074162.png (27.44 KB, 1280x1024, 5:4, super mario world 1.png)

What you're describing sounds like this. I can't imagine it's terribly difficult.

In other words, what >>21395 said.




[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]