UPDATE June 11th 2015:
Hey all,
At the same time with the Donkey bike and female rider update, we decided to update the entire music system of the game into a more simple one that we had already used in DLCs Fire in the Deep, Fault One Zero and After The Incident. The update changes how music functions everywhere in the main campaign, DLCs and Track Central creations that use dynamic music.
"Dynamic S" song versions loop entire songs without gaps, but still include a few interactive features:
Start music 0.0
Skip intro >0.0
Loop music 0.0-0.99
Stop music 1.00
Restart music after stop <1.00
The reasons for changing to this system are:
- Less ear fatigue (hearing single loops over and over again if the player gets stuck in a difficult part of a level)
- More stability (less bugs during playback)
- Most TC creators didn't know how to use the dynamic music loop feature and tracks ended up being published with only the first loop playing during the whole track
- Creating the multi-loop songs and inserting them into the official tracks was extremely time consuming
- We can now spend the extra time we have for creating even more sound effects and making an overall better game sound mix
Note that this new playback system will only be functional on PC, X1 and PS4.
Cheers,
W
----------------------------------------
ORIGINAL POST June 5th 2014:
Hey all,
Today on the Level Editor Stream I'm going to be discussing how to work with dynamic music. In order to help you out I wanted to post this quick guide on the basics of dynamic music.
A dynamic music track consists of a number of loops, each increasing in intensity or otherwise changing. Changing which loop is playing at different parts of the track can help add depth or drama to your creations.
In the dynamic music tool you can choose which loop is playing based on a numerical value (these are adjusted in the "intensity" setting). The basic values go something like this:
0 = start of song, this loop plays only once then automatically switches to loop 0.1
0.1 - 0.8 = All of the song's loops are in between 0 & 1, some songs have a different number of loops than others (guide below)
1 = end of song, this plays once then the song ends
So now the actual guide. Below you can find the loop values for each dynamic music track in Trials Fusion. Special thanks to our awesome Audio Designer Wilppe for putting together this guide.
MAIN GAME
Bouncer, Cold Fusion Dragrace, Falling for Ages, Holy Glowsticks!, Lullabies of Steel, Redeye Road Rage
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Loop 3 - 0.6
Loop 4 - 0.8
End - 1
Hillbilly Hipster, Rusty Nails, Superdrum
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.4
Loop 4 - 0.6
Loop 5 - 0.8
End - 1
Future Nomads
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Loop 3 - 0.6
Loop 4 - 0.7
Loop 5 - 0.8
End - 1
21st Century Scoundrels, Afterburner, Automatica, Blazing Saddles
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.4
Loop 4 - 0.6
Loop 5 - 0.7
Loop 6 - 0.8
End - 1
DLC 1 - RIDERS OF THE RUSTLANDS
Dappy Dan’s Dance Den (3:40)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.3
Loop 4 - 0.4
Transition - 0.45 (to 0.5)
Loop 5 - 0.5
Loop 6 - 0.6
Loop 7 - 0.7
Loop 8 - 0.8
Loop 9 - 0.9
End - 1
No Tears For Fears (3:30)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Transition - 0.3 (to 0.4)
Loop 3 - 0.4
Loop 4 - 0.5
Loop 5 - 0.6
Loop 6 - 0.7
Loop 7 - 0.8
Loop 8 - 0.9
End - 1
Paper, Rock, Scissors, Bazooka! (2:50)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.3
Loop 4 - 0.4
Loop 5 - 0.5
Loop 6 - 0.6
Loop 7 - 0.7
Loop 8 - 0.8
Loop 9 - 0.9
End - 1
DLC 2 - EMPIRE OF THE SKY
After The Acid Rain (3:04)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Transition - 0.61 (when in loop 0.4, this value triggers a faster transition to 0.6)
Loop 3 - 0.6
Transition - 0.7 (a long riser that automatically goes to 0.8)
Loop 4 - 0.8
Loop 5 - 0.9
End - 1
Flaking Chrome (2:49)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Loop 3 - 0.6
Loop 4 - 0.8
Loop 5 - 0.9
End - 1
Shantytown Saddlers (3:08)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.4
Transition - 0.5 (to 0.6)
Loop 4 - 0.6
Loop 5 - 0.7
Loop 6 - 0.8
Loop 7 - 0.9
End - 1
DLC 3 - WELCOME TO THE ABYSS
Vision of Depth (3:00)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Transition - 0.3 Long transition to 0.4
Loop 3 - 0.4
Loop 4 - 0.6
Loop 5 - 0.7
Loop 6 - 0.8
Loop 7 - 0.9
End - 1
Whispering Sirens (2:25)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.4
Loop 4 - 0.6
Transition - 0.7 (to 0.8)
Loop 5 - 0.8
End - 1
Men Hover Board (2:20)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.4
Loop 4 - 0.5
Loop 5 - 0.6
Loop 6 - 0.8
End - 1
DLC 4 - FIRE IN THE DEEP
Breathing Needles (3:08)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Loop 3 - 0.6
Loop 4 - 0.7
Loop 5 - 0.8
Loop 6 - 0.9
End - 1
Ronery Lidel (2:49)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Loop 3 - 0.6
Loop 4 - 0.8
End - 1
Charred Squirrels (3:00)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.3
Loop 4 - 0.4
Loop 5 - 0.6
Loop 6 - 0.7
Loop 7 - 0.8
End - 1
UPDATE June 11th 2015:
Hey all,
At the same time with the Donkey bike and female rider update, we decided to update the entire music system of the game into a more simple one that we had already used in DLCs Fire in the Deep, Fault One Zero and After The Incident. The update changes how music functions everywhere in the main campaign, DLCs and Track Central creations that use dynamic music.
"Dynamic S" song versions loop entire songs without gaps, but still include a few interactive features:
Start music 0.0
Skip intro >0.0
Loop music 0.0-0.99
Stop music 1.00
Restart music after stop <1.00
The reasons for changing to this system are:
- Less ear fatigue (hearing single loops over and over again if the player gets stuck in a difficult part of a level)
- More stability (less bugs during playback)
- Most TC creators didn't know how to use the dynamic music loop feature and tracks ended up being published with only the first loop playing during the whole track
- Creating the multi-loop songs and inserting them into the official tracks was extremely time consuming
- We can now spend the extra time we have for creating even more sound effects and making an overall better game sound mix
Note that this new playback system will only be functional on PC, X1 and PS4.
Cheers,
W
----------------------------------------
ORIGINAL POST June 5th 2014:
Hey all,
Today on the Level Editor Stream I'm going to be discussing how to work with dynamic music. In order to help you out I wanted to post this quick guide on the basics of dynamic music.
A dynamic music track consists of a number of loops, each increasing in intensity or otherwise changing. Changing which loop is playing at different parts of the track can help add depth or drama to your creations.
In the dynamic music tool you can choose which loop is playing based on a numerical value (these are adjusted in the "intensity" setting). The basic values go something like this:
0 = start of song, this loop plays only once then automatically switches to loop 0.1
0.1 - 0.8 = All of the song's loops are in between 0 & 1, some songs have a different number of loops than others (guide below)
1 = end of song, this plays once then the song ends
So now the actual guide. Below you can find the loop values for each dynamic music track in Trials Fusion. Special thanks to our awesome Audio Designer Wilppe for putting together this guide.
MAIN GAME
Bouncer, Cold Fusion Dragrace, Falling for Ages, Holy Glowsticks!, Lullabies of Steel, Redeye Road Rage
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Loop 3 - 0.6
Loop 4 - 0.8
End - 1
Hillbilly Hipster, Rusty Nails, Superdrum
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.4
Loop 4 - 0.6
Loop 5 - 0.8
End - 1
Future Nomads
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Loop 3 - 0.6
Loop 4 - 0.7
Loop 5 - 0.8
End - 1
21st Century Scoundrels, Afterburner, Automatica, Blazing Saddles
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.4
Loop 4 - 0.6
Loop 5 - 0.7
Loop 6 - 0.8
End - 1
DLC 1 - RIDERS OF THE RUSTLANDS
Dappy Dan’s Dance Den (3:40)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.3
Loop 4 - 0.4
Transition - 0.45 (to 0.5)
Loop 5 - 0.5
Loop 6 - 0.6
Loop 7 - 0.7
Loop 8 - 0.8
Loop 9 - 0.9
End - 1
No Tears For Fears (3:30)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Transition - 0.3 (to 0.4)
Loop 3 - 0.4
Loop 4 - 0.5
Loop 5 - 0.6
Loop 6 - 0.7
Loop 7 - 0.8
Loop 8 - 0.9
End - 1
Paper, Rock, Scissors, Bazooka! (2:50)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.3
Loop 4 - 0.4
Loop 5 - 0.5
Loop 6 - 0.6
Loop 7 - 0.7
Loop 8 - 0.8
Loop 9 - 0.9
End - 1
DLC 2 - EMPIRE OF THE SKY
After The Acid Rain (3:04)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Transition - 0.61 (when in loop 0.4, this value triggers a faster transition to 0.6)
Loop 3 - 0.6
Transition - 0.7 (a long riser that automatically goes to 0.8)
Loop 4 - 0.8
Loop 5 - 0.9
End - 1
Flaking Chrome (2:49)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Loop 3 - 0.6
Loop 4 - 0.8
Loop 5 - 0.9
End - 1
Shantytown Saddlers (3:08)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.4
Transition - 0.5 (to 0.6)
Loop 4 - 0.6
Loop 5 - 0.7
Loop 6 - 0.8
Loop 7 - 0.9
End - 1
DLC 3 - WELCOME TO THE ABYSS
Vision of Depth (3:00)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Transition - 0.3 Long transition to 0.4
Loop 3 - 0.4
Loop 4 - 0.6
Loop 5 - 0.7
Loop 6 - 0.8
Loop 7 - 0.9
End - 1
Whispering Sirens (2:25)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.4
Loop 4 - 0.6
Transition - 0.7 (to 0.8)
Loop 5 - 0.8
End - 1
Men Hover Board (2:20)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.4
Loop 4 - 0.5
Loop 5 - 0.6
Loop 6 - 0.8
End - 1
DLC 4 - FIRE IN THE DEEP
Breathing Needles (3:08)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Loop 3 - 0.6
Loop 4 - 0.7
Loop 5 - 0.8
Loop 6 - 0.9
End - 1
Ronery Lidel (2:49)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.4
Loop 3 - 0.6
Loop 4 - 0.8
End - 1
Charred Squirrels (3:00)
Start - 0
Loop 1 - 0.1
Loop 2 - 0.2
Loop 3 - 0.3
Loop 4 - 0.4
Loop 5 - 0.6
Loop 6 - 0.7
Loop 7 - 0.8
End - 1
That's what I thought at first, but then I figured it out through trials and errorOriginally Posted by Blastergamer Go to original postGood to know the corresponding value needed for a specific track's loop though. It's good, but I dislike the music itself for the most part and there is no option to disable music abruptly. I need this because I want the track to start in silence, and then the intensity increases based on events. It doesn't particularly matter though, just annoying that at the start of my track the end of song segment plays.and then I get silence.
Looking forward to new dynamic tracks that come in the DLC. If it's not more dubstep/subgenres of it anyway.
If the future consists entirely of dubstep and unfinished games I'll just hang myself now
Lol.
The name comes from a rule of thumb that helps find a loop with the right mood for a specific purpose.Originally Posted by Jolanphone Go to original post
Usually the values mean this:
0.1-0.4 normal parts
0.6-0.7 calm parts
0.8 the most intense part
So, let's say you want the end part of your driving line to have very intense music. Then, you remember that using value 0.8 usually plays the most intense loop of a song. Chances are the song part using that value might be just what you need.
It actually changes the beat and style depending on the songs, position would imply like a timeline on a track, which isn't the case cause those are Loops, a 20 minute track with dynamic music will only loop 1 track if you set it so in the playlist, unless you have a 1.00 event to turn it off somewhere.Originally Posted by Jolanphone Go to original post
Sure! Here's the list:Originally Posted by Core2TOM Go to original post
[Track name - Song]
Greenhorn's Grove
Training program 1 - Atmo
Turbine Terror - Cold Fusion Dragrace
Waterworks - Bouncer
Observatory - Falling For Ages
Dirt Derby - Hillbilly Hipster
Cliffhanger - 21st Century Scoundrels
Balancing Act - Bouncer
Arctic Open
Training program 2 - Atmo
Ski or Die - Lullabies Of Steel
Shear Pressure - Superdrum
Shivering Isles - Holy Glowsticks
Peak Performance - Afterburner
Deep Freeze - Automatica
Fusion Factory - Blazing Saddles
Big Air - Falling For Ages
Urban Sprawl
Training program 3 - Atmo
Skyscraper Showdown - Future Nomads
Park and Ride - Redeye Road Rage
Blimp My Ride - Falling For Ages
Marina Mania - Rusty Nails
FMX Training program - Atmo
Daredevil Showdown - 21st Century Scoundrels
Krank - Automatica
Cactus Challenge
Road to Ruin - Hillbilly Hipster
Stormtrooper - Bouncer
Sunrise Dash - Atmo
Base Invader - Blazing Saddles
Around The Oasis - Cold Fusion Dragrace
RedLynx Rampage - Superdrum
Trick Master - Hillbilly Hipster
Rainforest Rumble
Bungalow Beach - Afterburner
Swamp Crash - Automatica
Temple Trouble - Falling For Ages
Tropic Storm - Future Nomads
Titan Temple - Lullabies Of Steel
Triathlon - Bouncer
Skill Showcase
Training program 4 - Atmo
Rocky Road - Superdrum
Eco Park - 21st Century Scoundrels
Icebreaker - Rusty Nails
Cold Storage - Blazing Saddles
Expedition - Cold Fusion Dragrace
Airtime - Hillbilly Hipster
Ice Climb - Afterburner
Expert's Club
Cave Dweller - Redeye Road Rage
Covert Ops - Bouncer
Mind The Gap - Rusty Nails
RedLynx Derby - Hillbilly Hipster
Jungle Gymkhana - Redeye Road Rage
Polar Accelerator - Holy Glowsticks
Hard Wheeling - Future Nomads
The Greater Crater - Automatica
Master's Gauntlet
Eye of the Storm - Rusty Nails
Rock of Rages - 21st Century Scoundrels
Light City Run - Lullabies Of Steel
Frost Bite - Holy Glowsticks
Inferno IV - Blazing Saddles
Infinite Trials - Afterburner