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Motifs for Minor Game Events


Motifs for Minor Game Events

I decided to use "motifs" in two different ways in Worms Blast: one for major game events, such as losing a life, triggering a firestorm, triggering double-damage mode, etc., and another one for minor game events, such as picking up a crate, gaining some extra health, hitting a target, etc.

I used motifs to react to minor game events. We had nine different motifs, each containing just a few notes with bright, sparkly instruments so that they would cut through the mix and be heard even if there was a lot of stuff going on in the background music. I set the motifs' boundary settings to Beat so that they would play in time with the music, starting from the next quarter note. This ensured that the motifs would play almost instantly but still not fall out of the rhythm set in the background music.



Motifs for Major Game Events

There were important game events in Worms Blast for which simple motifs were not sufficient to represent. These events included losing a life, triggering a very big and powerful weapon, or entering some special game mode. There were 18 of these major game events that were important enough, not only to play a motif on top of the background music, but to actually come in and replace the background music completely for a little while.

The way I solved this was to write 18 different patterns with very distinct music, using dramatic effects and instruments that stood out, such as gongs, sweeps , electro effects, etc. I had earlier reserved groove levels 81 through 100, so I assigned these 18 patterns to individual groove levels from 81 up to 98. For example, the two-bar pattern for "Double Damage Mode" contained a Chinese gong — a little Chinese style koto melody, and it was assigned groove level 87. When "Double Damage" occurred in the game, the game would input a groove level value of 87. This resulted in my two-bar "Double Damage" tune being played from the next bar line, replacing the background music instead of just playing over the top of it. Obviously, the tempo remained unchanged, something which helped make this two-bar break fit into the soundtrack as a whole and sound like it was meant to be there.

At the end of each two-bar "special event" pattern, I put a drum fill-in/build-up to create a natural-sounding transition back to the regular background music.



Things I Would Have Done Differently

I can really think of only one major mistake that I made in the development of the Worms Blast music, and that was to sample all my instruments at 44.1 kHz, like I've always done. Through my years of writing and producing music, I've gotten used to always starting out with files of the highest possible fidelity and then downgrading as and when necessary to save resources. I assumed that the music would play back at 44.1 kHz in-game. My plan was to keep the most "fidelity-demanding" instruments, such as sparkly keyboards, hihats, shakers, transparent and open pads, etc., in 44.1 kHz but downgrade other samples, such as bass sounds, etc., to a lower sample rate to save system resources.

However, several months later I was told that the audio engine in the game would only run at 22.05 kHz. So, having some samples in 44.1 kHz would be a waste of resources since it would, in effect, be resampled to 22.05 kHz at the point of delivery. It turned out that I might as well have done all of my samples in 22.05 kHz from the beginning, as I had to downgrade everything to 22.05 kHz in order not to waste system resources with 44.1 kHz samples.

With DirectMusic Producer version 8.0, there was no easy way to resample samples. I had to go back to my original sample sources, use SoundForge to resample to 22.05 kHz, save each sample to a new filename, and then go back to DirectMusic Producer and highlight the sample, choose Replace Sample, and then find the newly saved 22.05 kHz sample on my hard drive. This may not sound so bad, but many of my instruments had many regions with separate samples — not to mention my sliced loops , which could have up to 20 stereo samples (which DirectMusic Producer at the time treated as two separate samples), making it necessary to perform this time-consuming procedure to 40 separate samples, just for a single instrument.

Actually, it was after this process that I managed to convince the DirectMusic developers to put a "resample" feature in DirectMusic Producer, something that was available from version 8.1 — too late for me, but at least I feel I can take some credit for getting that feature included for others to benefit from.

I guess the moral of the story is when working with DirectMusic, forget your old method of always working on a copy of your music in the best possible fidelity and then downgrade as and when necessary. Instead, find out the sample rate that the end product is going to be delivered at before you do any sampling at all, and use that as your highest frequency.