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Second Attempt at making some music. Blog
18th February 2010
Today's updates.
1. A change of instruments
2. An accompaniment
3. More channel-specific so as to stop instrument overlap.
4. Properly integrated into Framework (the sample below is literally the test, no cut/splicing. just as is, from game start... including the JNKDitty)

: Download

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So that you know..
The Music Engine hasn't been specifically tailored to just make the Platdude Theme over and over and over again! It's just that that's all the data I've currently supplied it with.

The data supplied is as follows.

1. A series of numbers to symbolise chunks of a drumloop. 1=bass, 2=snare, 3=hihat, etc. These are directly linked to drum1-1.wav thru drum1-8.wav, and a second drumloop drum2-1.wav thru drum2-8.wav

2. A series of chords, eg "qnvb", whereby the letters symbolise those you'd hit on the keyboard whilst playing music in Fruityloops/ModPlugTracker/etc..

3. A series of basslines, in the same format as the chords, with beat wherever necessary.

4. And a series of melody lines

The randomiser smushes all this data together, figures out some nice patterns, and plays away.
So far so good.
Tomorrow, I'll be stripping the data out of the raw code, and shoving it into a nicely loadable data file, so it'll be easier to tweak.
Not that it's hard, the way it is.. in fact, it's really really easy!!

The music above is made from 2 lines of Chord data, 2 lines of Bass, 2 lines of Melody, and 8 lines of drumloops.
So, whereas making that mod in ModPlugTracker would've needed about 20-or-so patterns, figuring out loops, and all that.. Here it takes 6 quick changes.. assuming I'm too lazy to ever change the drumloops!!

(And again, that's all pseudo random, so a different number shoved into the engine will produce an entirely different set of random patterns! Yeay!)
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