I'd like to discuss more experimental approaches to applying music in game. I'd like to preface this discussion by stating I have very limited understanding of the technical end of NES soundengines
I've done the soundtracks for Haunted 85, 86, Khan's Scramble Port , and an XMAS music cart.All music composed in Famitracker.
The Haunted games use a version of Famitone. I was wondering if it's possible to pull off Variable Mix
Type scenarios with the Famitone engine??
Such as:.
Having all four channels containing musical data , but having some of them muted depending on where the player is on screen/or enemies present on screen.
Or the ability to have a track loop a specific section of the song until a specific cue section of the level. Just to smooth out musical transitions. Maybe it's impossible , I'm just wondering what can be pulled off or if anyone has experimented with similar ideas or concepts?
Thanks!
I've done the soundtracks for Haunted 85, 86, Khan's Scramble Port , and an XMAS music cart.All music composed in Famitracker.
The Haunted games use a version of Famitone. I was wondering if it's possible to pull off Variable Mix
Type scenarios with the Famitone engine??
Such as:.
Having all four channels containing musical data , but having some of them muted depending on where the player is on screen/or enemies present on screen.
Or the ability to have a track loop a specific section of the song until a specific cue section of the level. Just to smooth out musical transitions. Maybe it's impossible , I'm just wondering what can be pulled off or if anyone has experimented with similar ideas or concepts?
Thanks!