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Music Sequencer
Archive: 8 posts
Is there any way to have more than one music sequencer playing at once? I am working on a level where element of the music will queue once you've done something, but I'd like it to build upon what is already there. | 2012-12-01 20:11:00 Author: Shamanate Posts: 26 |
Don't think so. You will probably have to create multiple sequencers, one with each possibility (saying this not knowing how many possibilities there are). and use logic to determine which one to play. | 2012-12-02 04:00:00 Author: Brannayen Posts: 438 |
Official answer is no. If you go back and look at the original pre-beta videos highlighting the music sequencer, you'll note that the sequencer object allowed for different inputs. This was supposed to turn off certain channels in the game, which are still in the sequencer itself but only allow you to manipulate things like volume, etc. Check it out, I really wish they would have kept this in. (Fast forward to 0:50) http://www.youtube.com/watch?feature=player_detailpage&v=0zaoBUFZGNc#t=51 s | 2012-12-02 04:28:00 Author: schm0 Posts: 1239 |
Wow, that would have been nice. | 2012-12-02 12:50:00 Author: Brannayen Posts: 438 |
Haha, that is exactly what I need. Too bad... In order for my idea to work there would be too many combinations to manage it with logic. There is also a delay when starting a new music sequencers, unless there is a work around for this, so the music really wouldn't build naturally. | 2012-12-03 00:08:00 Author: Shamanate Posts: 26 |
Haha, that is exactly what I need. Too bad... In order for my idea to work there would be too many combinations to manage it with logic. There is also a delay when starting a new music sequencers, unless there is a work around for this, so the music really wouldn't build naturally. Yep. This is most likely because of the thermo it would need to have all those sequencers "ready to go" in memory. Each time you switch sequencers, it dumps the data from the former and enters the new track into memory. | 2012-12-03 05:16:00 Author: schm0 Posts: 1239 |
you know if each song that you need to play at the same time isn't terribly complicated, you could make separate sequencers that incorporate each part or parts that needs to play. like if you had songs 1, 2, 3 and 4 that have to play when certain things happen in the level. you could have four sequencers that play the separate songs, a sequencers that plays both songs 1 and 2 combined into one song, a sequencer that plays songs 3 and 4 combined into one song etc...hope this makes sense O_O | 2012-12-14 15:48:00 Author: Retsamehtmai Posts: 105 |
you know if each song that you need to play at the same time isn't terribly complicated, you could make separate sequencers that incorporate each part or parts that needs to play. like if you had songs 1, 2, 3 and 4 that have to play when certain things happen in the level. you could have four sequencers that play the separate songs, a sequencers that plays both songs 1 and 2 combined into one song, a sequencer that plays songs 3 and 4 combined into one song etc...hope this makes sense O_O But you'd still end up with each sequencer playing from its start (after a delay) when activated instead of starting where the previous sequencer ended. | 2012-12-16 22:25:00 Author: Antikris Posts: 1340 |
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