Blog: Music in Beat Games
Here is a short blog I did today discussing music in beat games. I hope this is interesting for composers of video game music. Any comments and input would be appreciated :D
http://www.jumpshipmusic.co.za/music-beat-games/
http://www.jumpshipmusic.co.za/music-beat-games/
Thanked by 1Tuism
Comments
Im sure programs like Fmod have something that can tackle gradual speed increase?
Otherwise you'd have to reduce the reverb/delay so that the tails of the effect are short enough such that there's no over lap between the audio clips.
As for switching between music tempos, I think having separate audio clips for each tempo beat might be the best solution. You'd have to sync the separate audio loops having them maybe overlap on the particular beat so that Music80bpm stops just after the beat as Music100bpm comes in on the beat - doable in FMOD/Wwise.
Wwise does have a time-stretch plugin, FMOD almost certainly does too, and that might work, but given the bpm range that you're wanting to cover there will likely be some distortion artefacts as you stretch the music more. You could maybe over come this by exporting at say 100 bpm and then "time-compressing" down to 80 and stretching up to 120.
In terms of the tempo issue would you say time-compressing the files would be better than just mixing them down at separate tempos? I guess the compressing might make things quicker but will is sound as good. I do have a time stretch plugin so I would be interested to try your method. What vst do you use? Also MCA have you any experience with FMod? I'm looking for some tips in how to get started in that regards! :D
I use Reaper, and so can adjust tempo of music just by, well, changing the tempo of the project, which works fine. It has a stretch function but for something like this I wouldn't use it. What DAW are you using? If you're working with MIDI just change the project tempo and all the notes ought to auto-adjust.
I've not tried FMOD, simply because there aren't many online tuts, but I'm pretty familiar with Wwise since that has a lot of learning resources available, and as mentioned it has reverb and time-stretch plugins that work in real-time and could be linked to a Real-TIme-Parameter-Control (RTPC) like tempo (as does FMOD) - so if you exported a 100bpm piece from your DAW and put it in Wwise, you could set up an RTPC so that the time-stretch begins at 80bpm with reverb, and as the games' pace increases the degree of time-stretching is reduced along with the amount of reverb. That's all assuming that Wwise's time-stretching plugin sound good at 80bpm…
I'll check out WWise, I'm pretty sure I have it installed here.... :D Will open it up