If the triggers the music is going to respond to are really time sensitive like what you described then what I would do is use secondary motifs that can be triggered on beats or grids rather than anything that has to wait for measure boundaries or other widely spaced markers. You could have dramatic stabs or simple short motifs that can easily and coherently be started and stopped. The other thing you could do is use scriptiing so that if you do need to change the primary music you check a variable to make sure the destination state is still valid just before the change itself takes place. So you might have: Dim Danger '0 = no danger, 1 = danger sub StartDanger Danger = 1 DangerTriggerSegment.play AtMarker 'the marker is placed just before the desired start point of DangerSegment end sub sub ResetDanger 'called if danger ceases Danger = 0 end sub sub CheckDanger 'this routine is called by DangerTriggerSegment if Danger = 1 then DangerSegment.play AtMeasure end if end sub Probably the best thing to do would be combine both approaches so you get quick responsive motifs for short bursts of danger and changes to the primary music for sustained periods. Ciaran -----Original Message----- From: directmusic-bounce@xxxxxxxxxxxxx [mailto:directmusic-bounce@xxxxxxxxxxxxx]On Behalf Of Bjorn Lynne Sent: 30 October 2002 14:53 To: directmusic@xxxxxxxxxxxxx Subject: [directmusic] Conflict: Desert Storm - and question 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