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Hello,
My apologies if the answer is found elsewhere…
What I’m needing is as follows:

A "walking around" music track that loops (for the entire length of the gameplay session).
I then have a parameter called "combat_initiated" that is stipulated in code.
The idea is that I only have to call in script the "walking around" tracks and in FMOD Designer I set up it’s corresponding "combat" layer that’s triggered via the "combat_initiated" parameter. This is instead of stipulating every combat encounter’s music track.

Also, I realize that currently, segments transition once they’ve finished playing but I’d love to have them transition on stipulated beats (ie 1 and 3).
The final outcome would be:
1. A "walking around" track that loops for the life of the gameplay session.
2. Enemies start attacking which in turn, calls the "combat_initiated" parameter. This triggers a looping "combat" track to play concurrently (layered) with the "walking around" track.
3. When combat ends, the parameter turns off the "combat" segment on beats 1 or 3.
4. This leaves just the original "walking around" music.

Whew.

Any help or suggestions would be greatly appreciated. Thanks!

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We came to similar problem with layering and haven’t found solution. Yes you can start Concurrent theme but you cannot stop it. I would like also to read answer form developers.

Nino Rajacic
http://www.3peakaudio.com

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[quote:d4yufwyv]
The final outcome would be:
1. A "walking around" track that loops for the life of the gameplay session.
2. Enemies start attacking which in turn, calls the "combat_initiated" parameter. This triggers a looping "combat" track to play concurrently (layered) with the "walking around" track.
3. When combat ends, the parameter turns off the "combat" segment on beats 1 or 3.
4. This leaves just the original "walking around" music.
[/quote:d4yufwyv]

This should be possible in the music system, but to force the end of the concurrent theme, you’ll need programmer intervention.

  1. Create a cue and theme (sequenced) for the ‘walk around’ music.
  2. Create a cue and theme (concurrent) for the ‘combat initiated’ music.
  3. The segments of the two themes will need to use a ‘shared timeline’
  4. When combat ends have the programmer request a callback on the next beat (as specified in the segments of the ‘walk around theme’).
    When the callback is triggered, kill the ‘combat initiated’ music (end the cue and stop playback).
  5. The ‘walk around’ music will continue until it’s cue is ended.

D’Oh, the majority of this scenario is the basis of the only tutorial (on the wiki) that still needs to be written! I’ll try to get it done ASAP.

cheers,
Templar

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Hello
I’m the programmer working with Adam on this problem.

This got put on the back-burner for a while, but now we are revisiting it.

Thanks for the reply Templar. I have a question though:

I understand that I can setup a callback that is called on every beat of the music system, but I don’t know how to "stop playback" of the combat music at that point (i.e. on that beat)

We have a cue and theme for "walk around".
We have a cue and theme for "combat".
They share a timeline.
We start the "walk around" cue.
Then start the "combat" cue, in a combat.

If I just stop the "combat" cue, it will play to the end of the segment before stopping.

Even if I get a FMOD_MUSIC_CALLBACKTYPE_BEAT from the music system, I still don’t know what I can do other than just stop the "combat" cue, which would still play to the end of the segment before stopping.

Am I missing something?
Please help,
thanks
Greg

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You’re actually pretty close to a complete solution…all you need to do is add a ‘Default Transition’ to the walk-around theme, just set the Default transition style to ‘Crossfade’ and set the time as desired. This means, once the combat cue is ended, the music system will crossfade back into the walkaround music. The crossfade can be set to 0ms for a immediate transition, and aslo be set to occur on beat.

This is pretty much the basis of this tutorial:

http://52.88.2.202/wiki/index.php5?tit … _timelines

Give that a try, and let me know how it goes!

cheers,
Templar

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Thanks Templar,

You’re solution implies that we swap tracks (I think…because you say "the music system will crossfade back into the walkaround music"). We actually don’t want to switch music tracks, we just want to add a "combat" layer to the existing "walkaround" track. I have set it up as you said in your original reply and what happens is the combat layer plays over the walkaround music as intended but when we turn off the combat track, it doesn’t stop on the beat (set to one and three) but rather it plays until the end of the segment. So, triggering the combat layer works but turning it off on the beat doesn’t.

Thanks,
Adam

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Hi Adam,

OK, so the ‘combat’ theme is running concurrently. I have one solution in mind, but it is a little hacky – it involves breaking the concurrent theme into smaller pieces and using the segment playlist editor to piece it back together. This allow the music system to be more responsive to the end of cues. What is the duration of the combat theme?

cheers,
Templar

[quote="Adam Gejdos":3jr5nvk1]Thanks Templar,

You’re solution implies that we swap tracks (I think…because you say "the music system will crossfade back into the walkaround music"). We actually don’t want to switch music tracks, we just want to add a "combat" layer to the existing "walkaround" track. I have set it up as you said in your original reply and what happens is the combat layer plays over the walkaround music as intended but when we turn off the combat track, it doesn’t stop on the beat (set to one and three) but rather it plays until the end of the segment. So, triggering the combat layer works but turning it off on the beat doesn’t.

Thanks,
Adam[/quote:3jr5nvk1]

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Hi Templar,

The combat track is 15 seconds long. I can cut it up as it’s just a rhythm track but I’ll probably want to have a longer, more melodic track at various times as an alternative and that can’t be cut up. So, currently, when you stop a concurrent theme it has to wait until the end of the sound file? If so, is there any chance of getting the feature (turning off at the next defined beat) added to the interactive music? I know you guys have a huge list.

Thanks for your help, much appreciated,

Adam

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[quote="Adam Gejdos":2tt14mze]Hi Templar,

The combat track is 15 seconds long. I can cut it up as it’s just a rhythm track but I’ll probably want to have a longer, more melodic track at various times as an alternative and that can’t be cut up. So, currently, when you stop a concurrent theme it has to wait until the end of the sound file? If so, is there any chance of getting the feature (turning off at the next defined beat) added to the interactive music? I know you guys have a huge list.

Thanks for your help, much appreciated,

Adam[/quote:2tt14mze]

That request is already somewhere in the pipeline. I’ll check to see if I can give you a time frame for release.

cheers,
Templar

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