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Hi, I am currently working on a project that has got me puzzled on how to approach the music implementation:

The project has various states, such as ‘explore’, and ‘fight’, each with a number of variations: A, B and C. This has created the following problem:

The loops for each state are not equal length EG B is longer than A and C – This seems to create silences at the end of a loop for the shorter wavs.

Is there a way i could set this up as 3 segments that moved in something resembling a shuffle pattern? Im rather new to FMODs music system.

Can you specify different volume levels for each segment?

Also, is it possible to specify fade transitions per-segment? EG i want a shorter fade-in to the fight music, but a longer fade back to the explore.

Finally, is it possible to put interactive music into different categories?

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Hi

>>The loops for each state are not equal length EG B is longer than A and C – This seems to create silences at the end of a loop for the shorter wavs.

If you input the bpm in the ‘beats per minute’ field of each loop/segment, then the looping should be much better/seamless. If you’re using mp3 compression then the looping may not be perfect, so you may need to switch to ADPCM for segments that need to loop. (by assigning them to a separate ADPCM bank).

>>Is there a way i could set this up as 3 segments that moved in something resembling a shuffle pattern?

You could setup a parameter in the ‘parameters’ tab of the interactive music system and have the code set this parameter based on its random number generator. You could then have each segment connect to several other segments and define a ‘condition’ in the ‘segment links’ section of the ‘segment properties’ window. E.g. if segment A is linked to segments B and C, then open up the ‘segment properties’ for A, double click the segment link to B, drag the previously created random number parameter to the segment link and then define what range of numbers the parameter must be set to in order for segment A to transition to segment B. Then do the same for the segment link to C. What I wrote is probably hard to follow, but hopefully it will be clear once you tinker around with the segment properties window. I should mention that if the code only sets this parameter when the cue is triggered, then you may not get the desired results (i.e. it will just flow through the segments the same way until the cue is triggered again with a new parameter value or until the code decides to change the parameter value). It will also be up to the code to ensure that the parameter values result in a shuffle type of logic. As far as I know, there’s nothing in the interactive music side of things to automatically randomize the music.

>>Can you specify different volume levels for each segment?

Unfortunately not. For now, you’ll need to edit the wav file to increase/decrease the volume of one particular segment. There’s only the global volume setting for the entire music system. I’m hoping this will soon change.

>>Also, is it possible to specify fade transitions per-segment? EG i want a shorter fade-in to the fight music, but a longer fade back to the explore.

As far as I know, you can only specify the cross-fade time at the theme level. So if you want A, B and C to cross-fade between each other, then you’ll need to put them in their own themes and attach them to their own cues for the code to trigger. I often insert a short silent segment (containing a 1 sec silent wav file) prior to the actual music if I want a longer cross-fade but don’t want the two songs to mash together for as long.

>>Finally, is it possible to put interactive music into different categories?

Not that I’m aware of.

Sean

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