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#1

Music Emitter/Tracker

Archive: 13 posts


Well, I am making a music track that is not a music box. Just a standard one that has a key on a piston. I want the music to be heard throughout the entirety of the level without having to use the thermo glitch and placing multiples. Are they any feasible ways to accomplish this feat?2010-09-26 01:29:00

Author:
tanrockstan34
Posts: 1076


well, I think sehven has a tut level?
Im not sure if its sehven though
2010-09-26 04:09:00

Author:
YEAH_NAH
Posts: 775


Gather all different sound effects you are using to one piece thin gas and create following system to move it to players position.
Only problem with this system is that dieing can mix it up.
2010-09-26 09:06:00

Author:
waD_Delma
Posts: 282


The only problem is that it HAS to be emitted. I can't think of any way of getting around this problem.2010-09-26 20:39:00

Author:
tanrockstan34
Posts: 1076


well, I think sehven has a tut level?
Im not sure if its sehven though

Yeah Sehven does have a tutorial level which explains how you can have a tracking music box follow your throught the level, it is on a piece of gas so it goes through any material. And he also has it so that the music box reemits when you die, but it is completely synced, so there is no noticable difference in the music playing, just look up @Sehven and its called "music box something" not completely clear about the level name.
2010-09-27 15:11:00

Author:
damaz10
Posts: 771


Yes, I had played it a while ago before it was released. It is a little fuzzy though. I may revisit it, or just ask Sehven for help. I really don't want a 'music box' per say though.2010-09-28 02:31:00

Author:
tanrockstan34
Posts: 1076


Yes, I had played it a while ago before it was released. It is a little fuzzy though. I may revisit it, or just ask Sehven for help. I really don't want a 'music box' per say though.

O, do you mean as an object? The level is just a demonstration of how a music box that is synced looks in the game, it goes into detail about how to make it but the level itself is purely a demo of how it operates. But I guess you can also just ask Sehven how to make one too.
2010-09-28 02:55:00

Author:
damaz10
Posts: 771


No, I have played Sehvens level before it was finished. It was a while ago so I would have to revisit it. I'd rather use a side scrolling one that emits and repeats. I wonder how far it could be heard through out the level.

I am thinking of a way that might work though that involves the emitter having a tracker and the emitted music having a tracker. It should work like that so when it reaches the end of the song the old one gets demitted and the new one gets emitted and then starts tracking.
2010-09-28 03:11:00

Author:
tanrockstan34
Posts: 1076


I have a tool in my music warehouse that might help you.

PM me if you have questions.
2010-09-28 06:22:00

Author:
comishguy67
Posts: 849


No, I have played Sehvens level before it was finished. It was a while ago so I would have to revisit it. I'd rather use a side scrolling one that emits and repeats. I wonder how far it could be heard through out the level.

I am thinking of a way that might work though that involves the emitter having a tracker and the emitted music having a tracker. It should work like that so when it reaches the end of the song the old one gets demitted and the new one gets emitted and then starts tracking.

Yeah, I understand how that would work, but think about what would happen if you died? The track would be in the wrong area and it wouldn't be where the player was, but like I said, you'd probably fix this problem by talking with Sehven, although what comishguy said above might be helpful too I guess.
2010-09-28 15:23:00

Author:
damaz10
Posts: 771


I am not worried about dying. I figured, you would be so close because I would have frequent checkpoints that it wouldn't matter.

I'll check out the music warehouse that comish talked about.
2010-09-28 22:15:00

Author:
tanrockstan34
Posts: 1076


Cool beans 2010-09-29 15:32:00

Author:
damaz10
Posts: 771


Looks like I'm late to the party. My demo level was really rough 'cuz I have no musical talent myself so I ripped up an existing music box. Since it was an already captured object, I was limited in what I could do with it. If I had the talent to make my own music box I could've made it better.

In my demo I used separate emitters for the two checkpoints but the idea was that for music you'd use in an actual level, you'd have the emitter move from checkpoint to checkpoint... which of course is easier said than done. The problem with trackers is they have an anchor point, which they obviously can't go past (meaning the dark matter cornerstone on the left is the furthest left they can go. So if you've got a tracker with dm on the left and it emits with the tracker all the way to the left, it can only track right from the checkpoint; if the player goes left, the tracker can't follow.

The ideal solution would be a free moving tracker. oLMCo had one that worked pretty well: it was a floating bomb that would home in on the player using rockets. If something like that were made using gas and gassed rockets (it would have to have a little bit of peach floaty in it though, or the rockets wouldn't be able to push the gas), and stuck into the glitch layers, it could track the player anywhere, carrying the music notes along. At that point, the only trick needed would be moving the emitter from checkpoint to checkpoint. That could be done with a really fast 4way tracker set to follow a mag key. When a checkpoint is triggered, it would turn on the mag key emitter and the emitter tracker would quickly zoom over to it. Of course there could still be problems with jitter and such, so perhaps a better solution would be to use a car on a track with dissolve material blockers (seriously old tech but still useful in some situations). When a checkpoint is triggered, the dissolve blocking the car would dissolve alloying the emitter car to roll on to the next checkpoint.

There really doesn't seem to be an especially elegant solution: all my ideas have problems and will end up kinda' sloppy in practice. It's kind of annoying that you have to jump through so many hoops to pull something like this off, especially since it'll be so much easier in lbp2 (of course, in lbp2, you won't need to stick a music box on a tracker 'cuz there'll be music sequencers).
2010-09-29 18:44:00

Author:
Sehven
Posts: 2188


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