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Help with using Tags In Music Sequencer
Archive: 14 posts
Pretty simple question really, so I'm hoping a simple solution to boot If I place a tag in my music sequencer once it gets to the tag it will activate it like i want it to but that in turn stops the sequencer from playing. Is the any way to have the sequencer activate the tag and then continue playing like normal? | 2011-08-12 02:30:00 Author: SR20DETDOG Posts: 2431 |
Just to clarify your question: When your sequencer hits the tag, the sequencer stops? | 2011-08-12 02:35:00 Author: Nightshade_games Posts: 76 |
Just to clarify your question: When your sequencer hits the tag, the sequencer stops? Yep, and I've just (I think) figured out why. I had it there to activate another music sequencer, thus, stopping the first one. Anyone know a good way to get around this? EDIT: Is it even possible to have multiple music sequencers going at once? or some sort of work around? | 2011-08-12 02:41:00 Author: SR20DETDOG Posts: 2431 |
Yep, and I've just (I think) figured out why. I had it there to activate another music sequencer, thus, stopping the first one. Anyone know a good way to get around this? EDIT: Is it even possible to have multiple music sequencers going at once? or some sort of work around? It is not possible. Music sequencers are a transcendental tool that applies to the entire level. Only one can be running at any given time. If this crushes whatever you were building feel free to post a more detailed question and I can try to think of a work around. | 2011-08-12 05:32:00 Author: Nightshade_games Posts: 76 |
It is not possible. Music sequencers are a transcendental tool that applies to the entire level. Only one can be running at any given time. If this crushes whatever you were building feel free to post a more detailed question and I can try to think of a work around. It does indeed crush what I was planning to build. Put simply I need to be able to turn multiple instrument tracks on and off. So I could have just drums playing, drums and guitar, guitar and piano or all three together. I see 2 ways I can achieve this, though, I'm not a huge fan of either method. 1. Create individual music sequencers for each possible combination of tracks and switch between them as necessary. This would work, but with a minimum of 9 tracks, the number of combinations would be huge and I'm not sure whether I or the thermo could handle it. NOTE - Each 'Track' is really only a few notes repeated. 2. Use the sound objects on a regular sequencer. I wouldn't be able to get this to sound anywhere near as good as using the instrument objects on a music sequencer though, and really, I'm not very good making music as it is so I'd rather avoid making it any worse. | 2011-08-12 06:25:00 Author: SR20DETDOG Posts: 2431 |
2. Use the sound objects on a regular sequencer. I wouldn't be able to get this to sound anywhere near as good as using the instrument objects on a music sequencer though, and really, I'm not very good making music as it is so I'd rather avoid making it any worse. 2^9 = 512 music sequencers. If thermo is an issue, create an object with a sequencer for each combination that you capture on an emitter and then delete. In the end you have 512 emitters. This does take up thermo, but I wonder how much of a difference you will see compared to 512 sequencers on site. | 2011-08-12 07:12:00 Author: Antikris Posts: 1340 |
I would just use the feature shown in this trailer @0:51 http://www.youtube.com/watch?v=3X5Q0iBZZJg I really wish they had included this in the retail game... | 2011-08-12 13:05:00 Author: Slaeden-Bob Posts: 605 |
Believe it or not it isn't actually so diffifcult to acheive the first method. Look at videos of the game, Pixeljunk Eden. As the levels progress, the music slowly layers on more instruments. If this is what you're looking to do, the crossfade on changing sequencers makes transitions very smooth. If you'd like to subtract tracks for any reason, well it's also not too much harder. | 2011-08-12 13:42:00 Author: Nightshade_games Posts: 76 |
Actually back in the Beta I had the idea to recreate Amplitude (http://www.youtube.com/watch?v=tB9ZhLBSoBQ), my favorite PS2 game Giving users the impression of a dynamically real-time generated track quickly proved to be unobtainable with the Music Sequencer though... | 2011-08-12 14:47:00 Author: Slaeden-Bob Posts: 605 |
People all too quickly abandoned the old music box tool . In conjunction with the vanilla sequencer tool you could actually make an amplitude recreation. The middle pitch is middle C, every click left or right is a half step. It's easy peasey really. | 2011-08-12 18:55:00 Author: Nightshade_games Posts: 76 |
Yea I know, but it just wouldn't sound as good, and you can't get the proper "Synth" vibe without some of the LBP2 Music Sequencer instruments I feel... Maybe I should try it out some day anyway ^^ | 2011-08-13 12:51:00 Author: Slaeden-Bob Posts: 605 |
I would just the feature shown in this trailer @0:51 http://www.youtube.com/watch?v=3X5Q0iBZZJg I really wish they had included this in the retail game... Gah! Why do we not have this? Oh well :/ Believe it or not it isn't actually so diffifcult to acheive the first method. Look at videos of the game, Pixeljunk Eden. As the levels progress, the music slowly layers on more instruments. If this is what you're looking to do, the crossfade on changing sequencers makes transitions very smooth. It's not so much the progression of the music, though that is still important, but it's more about how the music changes. If you'd like to subtract tracks for any reason, well it's also not too much harder. It's true that it's not very hard, just what I want to do with it makes it a pretty tedious process. However, I think I'll just put up with it and create the, however many, music sequencer combinations I need. There's still a chance that I can finish it before the crown contest ends ...maybe. Thanks for trying to help everyone | 2011-08-14 03:59:00 Author: SR20DETDOG Posts: 2431 |
Can you use batteries on a music sequencer? Can't test it out yet, but if batteries do work, then remove the tag from the music sequencer and place it somewhere else (as long as it's not on the sequencer). replace it with a battery and connect the two. I suspect that if a tag stops the sequencer, then a battery will too. Might be worth a go. | 2011-08-14 22:13:00 Author: Frogmeister Posts: 236 |
Aaaaaaugh posted a whole long thing, realized it was already covered in various ways by others. Sorry. I like the idea of using regular Sequencers, with an underlying Music Sequencer, synced via BPM and various triggers and delays. | 2011-08-15 06:21:00 Author: Unknown User |
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