A little off the DirectMusic thing, but a PS2 game called Rez does this, or at least something very similar. Marvellous effect if you can do it. Paul > -----Original Message----- > From: directmusic-bounce@xxxxxxxxxxxxx > [mailto:directmusic-bounce@xxxxxxxxxxxxx]On Behalf Of Christian > Björklund > Sent: 11 November 2002 09:43 > To: directmusic@xxxxxxxxxxxxx > Subject: [directmusic] Re: Step-time idea > > > > Well, you should at least be able to put each note in a separate pattern > varitation of the same segment and choose to play them "in order from > first". I think. :) I was thinking of doing the same thing for pickups > but I haven't tried it yet. > > /Christian > > > > ----- Original Message ----- > From: "Bjorn Lynne" <bjorn@xxxxxxxxxxxxxx> > To: <directmusic@xxxxxxxxxxxxx> > Sent: Monday, November 11, 2002 9:19 AM > Subject: [directmusic] Step-time idea > > > > > > I wonder if anybody here have tried something like this... > write a simple > > melodic pattern, and then play one note from it each time an > event occurs. > > > > For example, let's say you're shooting at targets. Each time you hit a > > target, one note from the melody will play - obviously tied to > the chords > in > > the primary music - and then the next note will play the next > time you hit > a > > target. I.e. a kind of "step-time" playback with each step > playing when a > > certain game event occurs. > > > > I guess one long winded way to do it would be to write each note into a > > separate segment (groannn!!), and then write a script routine that goes > > through them, one by one, each time playing the segment with one number > > higher than the last time, and then reset the counter at the end. > > > > But is there a more elegant way to do this? Any ideas? > > > > > > > > > > > > >