Ive been wanting to make my own music loops for my tracks but don't know how. I came across this model and tried to learn from it and get it to work. Of course, it doesn't for me. Everything I have is set to the exact specifications, however it didn't give an explanation for the green value object lines. Can anyone breathe light into my situation?
http://i.imgur.com/TW7Yb.png
You need to go in to the sound objects properties, select pitch, and press Y, then select the top data source.Originally Posted by Stllbreathnbuty
I'm not sure how it's using a data source to enable the Sound to start though, you could replace the lower data source with a simple Sound Event.
All it does is trigger the sine wave with no changes in key, fml.
the green lines are where hes attached the Enabled box and the Pitch to variable data sources (by pressing Y).
then, using interval triggers and set value events, you can:
- control volume by pressing y on volume, linking it to a v.data source, and use set value events to change the number.
- activate different 'notes' by pressing y on pitch, linking it to a vds, and use set value events to change the number.
- control the length of each note played by altering when the following note will be played, using the interval trigger properties.
once you get these things sorted (helps to structure them nice and clearly on the screen) you can create basic music fairly easily and quickly. if this isnt easy enough to understand (im not at my xbox right now) i could give more detailed help/instructions but the more you work out for yourself the better you will learn it![]()
you can use variable data sources turn things on and off with the Enabled box.Originally Posted by Lukeyy19
using a set value event, if you change the number to 0 it is Off. change it to 1 and it is On.
in this case (music) instead of the using data sources on Enabled and Pitch, try using Volume and Pitch instead.
this means you can change it from 0 volume to full, or anywhere inbetween, at any rate you like... rather than just on/off![]()
It's making more sense. Don't know if I'll be able to make anything sound complex enough to be good. But I got it working and I know how to add to the sequence. Although it doesn't actually loop. How do I do that? Thanks for the help you guys.I hate asking for it, I learned most of this editor just from tinkering, but data sources, operations and filters still blow my mind. Which sucks because all I wanted to do from the beginning is make cool skill games, but you kinda need to know how to program them.
If only they made sounds more accessible. It'd be much faster identifying the notes you want if they laid it out like a keyboard or something, I'm not used to selecting one note at a time out of a list of numbers lol.
Dlc?...
There. Got the notes of each pitch -30 to 30. Mapped them to each fret of the guitar. That should make things so much faster.
I'm willing to bet these things are posted somewhere, but either way, if anyone wants I can post the notes and there pitch values and where they fit on the guitar.
see my dance centrial game in which i made a song.. you use interval triggers hooked to a sound event and then on the sound source you press 'y' on the pitch value and link that to a variable data source, you then also use interval triggers and set value events to pitch the sounds! hope that makes sense! it sounds confusing but once you have it figure out its easy. GT: KNoCKOffNaTH
to make it loop you set up the interval triggers to start the sequence again once it has finished. for example: to keep things simple lets say 1 bar of music is 100 ticks then 8 bars is 800 ticks, you set the interval rates at 800 ticks then you have a 8bar loop,
for the pitch 0 is C, 1 is C#, 2 is D and so on.. goes in 12's so 13 is up to C again.![]()