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Here’s what I want to do. I’d like to have [b:3rqubqze]three action pieces [/b:3rqubqze]and [b:3rqubqze]three relaxed tunes[/b:3rqubqze] that simply crossfades whenever the game state changes. I will start off with a random relaxed tune which then changes over to one of the other two relaxed if no action occurs. If there is a fight, I will then crossfade to a randomized action tune, and then play them randomly until the fight is over. After that I will crossfade back to a randomized relaxed tune.

During the crossfade I will play a stinger, one to activate the fight and another one when the fight is over.

They only way I can think of solving this in FMOD is to use Parameters, which are randomized by the programmer and then use those numbers to determine which tune is going to be played.

Is there a simpler way to do this?

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[quote="Reachground":2c4zm80c]Here’s what I want to do. I’d like to have [b:2c4zm80c]three action pieces [/b:2c4zm80c]and [b:2c4zm80c]three relaxed tunes[/b:2c4zm80c] that simply crossfades whenever the game state changes. I will start off with a random relaxed tune which then changes over to one of the other two relaxed if no action occurs. If there is a fight, I will then crossfade to a randomized action tune, and then play them randomly until the fight is over. After that I will crossfade back to a randomized relaxed tune.

During the crossfade I will play a stinger, one to activate the fight and another one when the fight is over.

They only way I can think of solving this in FMOD is to use Parameters, which are randomized by the programmer and then use those numbers to determine which tune is going to be played.

Is there a simpler way to do this?[/quote:2c4zm80c]

I think the Interactive music system would provide the easiest solution.

Do the tunes all have different tempos and/or time signatures?
Do you want the stinger to be beat matched with underlying theme?

If you are interested I can post an example .fdp.

cheers,
Templar

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The Interactive Music system is what I’m using.

Never mind the tempo and beat matches. The project changed a little bit. And I actually solved both the randomness and crossfades.

I’d love for you to post an example .fdp.

Here’s what I’d like to see in that:

  • 2 relaxed randomized tunes and 2 excited randomized tunes.
  • 2 different stingers that playes whenever you crossfade between the themes.

Thanks

/Henrik

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I’ve placed an example on:

[url:1abij6gh]http://www.fmod.org/files/transition-and-stings.fdp[/url:1abij6gh]

You’ll need to place it in your FMOD Designer directory, and it uses sounds that are included with the FMOD Designer download.

To get two segments playing simultaneously within the interactive music system you’ll need to use a sequenced theme and a concurrent theme.

This means you unfortunately need to trigger 2 cues – 1 to cue the transition, and the other to trigger the sting over the top. To transition back, end currently active cue and trigger another sting.

In the example you’ll see 2 theme cues, 1 for the relaxed and 1 for the excited.

In the relaxed theme, I assumed that your tunes all had the same BPM so I simply used the segment playlist to provide the randomization.

In the excited theme, I used an empty controller segment with links, to allow each tune to have a different BPM. To get this to work in game, your programmer would need to provide a random number between 0-10 to the random-number parameter.

The transition between the relaxed theme and the excited theme is handled within the ‘theme properties’. I’ve specified a ‘crossfade’ style default transition for each theme. I’ve specified that this transition can occur on the first beat of any bar. I’ve also specified that any sting would play from teh first beat of any bar, this ensure the sting and transition sync.

To test this demo (using the audition console):

  1. Start the (relaxed) theme-1.

  2. Set the random_number parameter to whatever.

  3. Then trigger the (excited) theme-2 and th2.sting in quick succession.

You find that on the next bar, you’ll transition between the themes, as well as hear the sting. If you want to make the transition more responsive, simply add more beats in the step sequences of the ‘snoop’, ‘tune-1’ or ‘tune-2’ segments…though it can be hard to trigger the transition and sting quickly enough in the audition console. In code it should be fine.

  1. To transition back to the (relaxed) theme-1, end the theme-2 cue and trigger the th1.sting in quick succession. At the next bar, you’ll crossfade back with the ‘end’ sting.

I hope this is helpful.

cheers,
Templar

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