[directmusic] Re: Step-time idea

  • From: "Paul Stroud" <paul@xxxxxxxxxxxxxxxxxxxxxxxxxxxx>
  • To: <directmusic@xxxxxxxxxxxxx>
  • Date: Mon, 11 Nov 2002 09:56:53 -0000

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?
> >
> >
> >
> >
> >
>
>
>


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