Loops for Torque Projects
by Welias D. Willie II · in Game Design and Creative Issues · 09/22/2005 (10:37 am) · 4 replies
This is my first attempt at creating a soundtrack for a Torque game. My idea was to create five to tweenty second loops that could work in a level as the player traversed the areas.
Example: Start with one loop and continue until a trigger finishes the currently playing loop and switches to another loop to continue playing until another trigger... Etc.
I would like comments and suggestions... How is the quality of the sound, does this seem to repetitive, obnoxious? Any comments on the concept of using triggers to play loops?
These loops are free to use and modify as you see fit.
www.derekrayburn.com/the_beast.html
Example: Start with one loop and continue until a trigger finishes the currently playing loop and switches to another loop to continue playing until another trigger... Etc.
I would like comments and suggestions... How is the quality of the sound, does this seem to repetitive, obnoxious? Any comments on the concept of using triggers to play loops?
These loops are free to use and modify as you see fit.
www.derekrayburn.com/the_beast.html
#2
09/22/2005 (7:28 pm)
Very nice, I think they would work great but you would realy need to hear them in game to make a final call on that. This is very close to the sort of thing im looking for for my game, what program did you use to make them?
#3
The loops are free to use, so place them in a level and see what you think.
09/22/2005 (9:00 pm)
I used Acid Pro 5.0. I still have the master files and someday I plan on expanding on this loop library and adding to the collection.The loops are free to use, so place them in a level and see what you think.
#4
The advantage of doing this, is you could programatically change the tenor of the music as things happened... switch to frenetic loops when the player was low on health, make everything boring when they haven't fired their gun or taken damage for a while, play a violin when they die, etc, etc, etc.
I've seen numerous veriosn of this for Macromedia Flash and Director, but I'm not sure if it's possible/feasible in Torque.
03/13/2006 (7:01 pm)
I just joined up and am looking around at Torque, etc... but as an idea, could you write a multitrack in Torque? You'd basically need to set up a clock to do triggers (figure out how many ms=120 BPM) to fire off the loops. The advantage of doing this, is you could programatically change the tenor of the music as things happened... switch to frenetic loops when the player was low on health, make everything boring when they haven't fired their gun or taken damage for a while, play a violin when they die, etc, etc, etc.
I've seen numerous veriosn of this for Macromedia Flash and Director, but I'm not sure if it's possible/feasible in Torque.
Torque 3D Owner Sean H.