Wednesday, 5 September 2012

Interacive Music Part II

Hey guys,

So I was thinking about drawing some graphs for you about what Im doing atm (which I might still chuck up) but I made a recording of me fidling with the states and RTPC parameters "X Y" within my Wwise project. The basic rundown of what I talk about is:

Multiple RTPC curves on 2 paramteres, XY as in a grid reference.
Cross fading music between levels
Random cue entry for the Town's constant moving, and exit from Battle
Transitions, used when entering battle.

The video isn't that accurate to see what I'm doing some of the time. Hopefully enough though, that what you hear makes sense.


Blogpost Wwise Video on Interactive Music from Stuart Wilson on Vimeo.

What I did from the last post was integrate a base track to cover the silence, imagine a sandbox. 4 sides and all the sand is pushed away to each side leaving a slope into the center. It needed filled. So I had the task of again, trying to work out how to shrink the effective area of a base track into this small hole. Two RTPC paramteres that had to reduce volume, wouldnt work. So I came up with a Low Pass Filter curve, when I was driting off to sleep and pondering this question. And it turned out pretty good, yeah? Well I'm happy :)

You may be thinking for example, that the volume of one track (controlled using the X curve) at x:100 and y:0 will be the same as x:100 and y:100 and you would be right. Well this will not be able to happen if the X and Y coordinates can not achieve that grid point. What I mean, is that it will be contained to a circle. Like the video in the last post.  I am also keen to try out adding another parameter to XY and that's a slight pitch shift. Or another suitable effect, which will show a moving effect on the music between points. This could help defining the difference between the before mentioned grid points on a non circular grid.

I also changed the entry battle music into a transition with an immediate entry and a 2 second fade out on the level it transitioned from, then immediate entry to the battle loop. So I've still to fire up a winning transition and a Loot menu music as well, atm it just fades out of battle. As well as, eventually consider making an SFX library. Although for the time being its just a music album I'm building.

"If you don't stop to listen to the wind, you'll forget how it sounds" - Remember to go out and listen and play, is what I keep telling myself. Don't get bogged down by presets and libraries.



Have a great day

SGW




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