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#1

Custom Music- A Way to Make it Work?

Archive: 12 posts


Ok, today in second mod, which was a free period for me essientally so I had nothing to do for 90 minutes... Anyway, I came up with an idea for being able to use those music tracks people are using as background music in ANY level!

Ok, first off, you start off at a checkpoint, and then a motion sensor switch turns on a piece of dissolve material with a key switch, and makes it go to the right- past the music things with key switches as well. so, the dissolve material will go to the right throughout the course of a song a'la the music levels, playing it as it goes by. When the dissolve material hits the right of the music track, it will trigger a key switch as well- it will turn the dissolve material off, and also cause an emitter over the song to drop another dissolve block, which will fall and start playing again. It will then go to the right, and loop the same as before.

However, this relies on two things I'm not sure would work: One, that a material being emitted can automatically be tied to a switch( wait... if it has a key switch on it, it should still work... so maybe disregard this one?), and two, well I'll get to that in a sec, k?

Another way is, instead of dissolve material, have it be emitted through an emitter, and thus it goes to the right the whole time- and it has a lifespan so it disapears after the lifespan, and then a new one is made at the emitter...

Ok, the problem would lie in if a sound box can be heard the same distance from the entire level- if not, then, well, this might be useable not useless. Ah well, any suggestions? Comments?

If you don't understand what I'm saying, I could make a quick diagram... Did I say it coherently enough for one to understand? Or maybe someone's already thought of this...

But this is pretty much the only idea I've ever had, so... anyone want to comment in any way?
2008-12-12 20:36:00

Author:
RockSauron
Posts: 10882


Yeah that would be too cool man. I can't imagine putting together a musical lick AND making a level that works to that song....just imagine the hours put into that level..my god lol2008-12-12 23:04:00

Author:
Neverynnal
Posts: 374


I often thought about this too but it would take up way too much themometer space to make a worthwhile level out of it.2008-12-13 00:11:00

Author:
UmJammerSully
Posts: 1097


The best way to do this would be to have a circle object that plays the whole song in one rotation. That way it automatically starts over once the song finishes, and probably wouldn't be too hard on the thermometer either, compared to emitters and whatnot.

You would need to have the sound system follow the player though, since the music wouldn't indeed be heard all over the level, but only near the sound objects. I think.
2008-12-13 00:36:00

Author:
Linque
Posts: 607


If you amdea basic 8-9 note long track that looped, and have several through the levl, it would work.

Use my background sound glitch to make the sound really big so it can be heard, and there you go.
2008-12-14 02:43:00

Author:
lionhart180
Posts: 200


The Green Hill Zone Act 1-3 stages found in Cool Levels actually uses the idea you're talking about.

It uses the Green Hill melody throughout. It's not precise in how it plays. If you go too far upwards, it just stops until you get closer down to the earth.
2008-12-14 04:45:00

Author:
Unknown User


[QUOTE=Linque;91695]The best way to do this would be to have a circle object that plays the whole song in one rotation. That way it automatically starts over once the song finishes, and probably wouldn't be too hard on the thermometer either, compared to emitters and whatnot.
[QUOTE]

The only way it'll be not too big is if the tune is about 12 seconds long, and nobody wants the same 12 seconds tune looping over and over in a level.
2008-12-14 12:17:00

Author:
UmJammerSully
Posts: 1097


[QUOTE=Linque;91695]The best way to do this would be to have a circle object that plays the whole song in one rotation. That way it automatically starts over once the song finishes, and probably wouldn't be too hard on the thermometer either, compared to emitters and whatnot.
[QUOTE]

The only way it'll be not too big is if the tune is about 12 seconds long, and nobody wants the same 12 seconds tune looping over and over in a level.

WHy?

Just shrink it down small enough.

Then you mount the disc on track with a custom brain [motors, proximity sensors] so that it follows the player.
2008-12-14 13:26:00

Author:
accordion
Posts: 76


You would need to have the sound system follow the player though, since the music wouldn't indeed be heard all over the level, but only near the sound objects. I think.

couldn't you just set the radius of each sound block big enough for the whole level?
2008-12-14 14:04:00

Author:
muttjones
Posts: 843


[QUOTE=Chaz'oSulls;92421][QUOTE=Linque;91695]The best way to do this would be to have a circle object that plays the whole song in one rotation. That way it automatically starts over once the song finishes, and probably wouldn't be too hard on the thermometer either, compared to emitters and whatnot.


WHy?

Just shrink it down small enough.

Then you mount the disc on track with a custom brain [motors, proximity sensors] so that it follows the player.

It's still complex machinery, even if it is teeny. It'll drain the themometer most likely.
2008-12-14 21:45:00

Author:
UmJammerSully
Posts: 1097


Good idea... but the rotating wheel seems the best way to go for complex arrangements. It could be tied to set of wheels, equipped with a sensor switch set to directional, and it's speed to a slow crawl that reads the players movements with the radius set up to equal the size of the sound radius - this way it moves with the player and never too fast or too slow to be heard. It would finally, have to be hidden behind a screen that takes up one plane of the playfield.

The only level design I could see that working in, as far as player tracking goes, is a very horizontal and linear level - depth in this design would be had in sloping the 2 remaining plains in valleys and peaks that never surpass the height of the sound radius. There would of course be flexibility within a certain field of height to backtrack left or right in higher or lower areas and open up the design a little more.

Alternatively, upon reaching the end of a the single horizontal line the rolling sound machine could move onto an elevator of sorts that is also equipped to a sensor that follows the players movements in a similar way to always keep the two in line. If the elevator were to hault perfectly in line with the next horizontal field of play at the top it could then open the level up even more to where the directional sensor switch moves back to the right/left with the player upon reaching the next height.

Or perhaps to simplify the level design and open it up to a more, anything goes style, putting the same contraptions together into a moving elevator that will follow the player up, down, left and right. This would all be dependent on the careful arrangement of the sensor switch radius - a level design like this would still require that the player never suffer any rapid falls that would separate him from the sensor radius - thus halting the machines movement. Platforming challenge in a level like that would have to be designed more around traps and "tunnel" sections.

I'd try to do something like this, but I don't know the first thing about how the music arrangement levels, and this would be a huge headache.
2008-12-15 05:16:00

Author:
Unknown User


On the subject of looping, would a slow piston set to flipper action not work? It'd get to the end then 'appear' at the start, or at least it should.

This might actually be better than actually looping as you could have a single piston that pushes another out, playing the first part of the melody before the main piston starts up so you could have an introduction, then a loop-fill section at the end so when it restarts it doesn't play the intro again.

sort of like this:
....v---the first piston..v---the second piston
==[#]==============[#]<-mag-keys
[o][o][o][o][o][o][o][o][o][o] <-sound items

As for filling the thermometer - what takes up more space, magnetic keys or sound items? If mag-keys take up less space you could simply have a big set of sounds that are used, different tones and what not, and then a large 'sheet' of keys.

Like this:


.....|.....#......| <mag keys on board attached to slow piston
.....|........#...|
.....|.#..........| V
.....|.....#......| V
.....|.....#......| V
===[o][o][o][o]=== <-sounds triggered by mag switches
.....|.....#......| V
.....|........#...| V
.....|...#........|

Would that work?

I may have to try this tonight actually.
2008-12-16 12:14:00

Author:
AtheistSeaOtter
Posts: 54


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