Hello folks, hope you’re doing good…
I´m a Brazilian sound designer, and new in both FMod designer and here at this forum.
I´m facing the following situation:
In a battle game I have the same music splitted in two layers, like: drums+bass & guitars.
Drums+bass are always on, and guitars begin everytime I start a fight in the game. Then when the fight is over I have the D+B playing alone again.
I’ve got the layers synced(sharing the same timeline), and I can turn the guitars on by triggering a cue-theme, but i need the guitars to fade-in when the fight starts and fade-out when it’s gone.
Is there anyway to do this in FMod’s music system? If not, whad do you suggest?
Thanks in advance.
Cheers from Brazil,
- jeangengnagel asked 7 years ago
If both D+B and guitar loops have the same duration, you could set this up as an event (not in the music system) with two layers: d+B on one and guitars on the other and use a parameter to control the volume of the second layer.
I haven’t done this but my colleague has – you’ll need to make a multi-channel wave file with 4 channels in it for the 2 stereo streams.
- mattconnolly answered 7 years ago
Hi jeangengnagel, welcome to the forums.
Matt is right, this sort of simple music which just cross fades between intensities is easier to do with events.
Check out AdvancedTechniques/MultiChannelMusic event in examples.fdp.
- Guest answered 7 years ago
Multi-layered music introduces a small problem though: all the other music can be played via the Interactive Music system, but all multi-layered music is handled as Events. There’s a bit of a separation between these two. The two areas are basically unaware of each other. So you have to choose between either sequential or layered music, but you can’t have both without a bit of trickery.
What is the best way to make these two areas communicate with each other? (so that Interactive Music and a layered music event don’t play simultaneously, for example)
Would be cool, if in the future these were married together somehow; that you could, for example, drop a multi-channeled .wav into an interactive music Segment, and it could be opened in the Event Editor to add some Channel Mix graphs and what not.
I haven’t yet tested the Interactive Music system, so I need to ask: could this also be made to work with Shared Timelines? You’d create two wavs:
1) drums + bass
2) drums + bass + guitars
… and these would have a shared Timeline. Both would loop. Then you could jump between these two segments depending on the situation, and they would stay in sync.
Can they work this way, or do shared timelines only work for embellishments?
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