I was at a friend's place yesterday and he was playing Conflict: Desert Storm, the first-person squad based war game. The music soundtrack sounded very much like a DirectMusic job to me; with groove levels etc. One slight problem I think manifested itself in that game was the response time of the music when grooves are waiting for the next natural place to change, it couldn't really keep up with the action in the game. I.e. an enemy would start shooting at you, you take aim and shoot him dead, he falls over, and everything goes quiet again. THEN the music would pick up and play some more dramatic stuff for a few seconds, before settling back down. Anybody have any thoughts on how to structure a project to best avoid this? Maybe use more immediate secondary segments and sound effects for short battle sequences, rather than change the primary music, which can some times be too late, if the battle was a short one. I felt this problem was particularly prominent in this game. Other than that, it was nice. :-) I meant to ask a question as well, but now I've forgot what it was. ;-) -- Bjorn Lynne - Composer, Producer, Sound Designer Main music site: www.lynnemusic.com