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I’m creating a game like Lumines which will dynamically create a song as the player progresses through the game. For example, I’d like to be able to swap out percussion, bass, or lead instrument channels on the fly into any pattern.

I’ve used FMOD before for projects and I’d like to use its tracked music player now for this (having the music in either MOD, XM, S3M, or IT format). However, I don’t think any of these formats supports what I’m looking for, which is the ability to dynamically assemble patterns from an independent "stock" of channels.

Does anyone know of a tracker format that supports creating channels independently of patterns, and if so, does FMOD support it?

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I guess that was 4 years ago, since then Channel::setMusicChannelVolumes exists so you can fade channels inside a mod track.

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[quote="brett":fhmu8wy1]Tracks inside a mod arent exposed at the moment.[/quote:fhmu8wy1]
Is this still the case?

For our iOS game, we were thinking about having an extra layer of melody come in to the music during a game mode change, but I guess it can’t be done?

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FMOD doesnt support anything like that, you’d have to play multiple tracks at the same time and just have one with the beat for example, then fade it in and out. You can sync stuff perfectly with fmod’s software mixer so thats not an issue.

The other way people do it is to use multichannel wave type formats and use setSpeakerMix type functions to fade subchannels in and out. Not tracked formats though.

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thanks for the reply.

i’d prefer to use tracked formats if at all possible (and adapt my requirements to fit).

is there at least a way to use FMOD to programatically mute and unmute certain channels inside a tracked song at various points? if so, i could create all necessary channels in each pattern, and then unmute the ones i wish at any given time.

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Tracks inside a mod arent exposed at the moment. FMOD treats those files as a single stream, that way you can do things like call Channel::setVolume, setpan, set3dposition even.

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curses, foiled again!

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