Conclusion


To sum up the Worms Blast music design, the game features the following:

  • Four different "sets" of background music

  • About eight different musical parts in each set

  • Five different intensity levels in each part

  • Eighteen different two-bar patterns for major game events

  • Nine different small motifs for minor game events

  • Tempo changes to intensity

  • Separate DirectMusic content for the front-end menu system, the credits screen, and the world map screen

All in all, the game contains 338 musical patterns, most of which are eight bars in length (some of which are two bars long), and 36 motifs. It also has approximately 150 custom-made instruments, most of which contain multiple regions.

Perhaps equally interesting is what this implementation doesn't have. First of all, it has no chords. Of course, the music has chords, but as far as the DirectMusic engine is concerned, everything is in the default chord of C major. It also doesn't have ChordMaps, a concept I admit I still haven't really looked into. The game doesn't use any DirectMusic scripts. Instead, most of the interactive features are implemented by the use of groove levels.




DirectX 9 Audio Exposed(c) Interactive Audio Development
DirectX 9 Audio Exposed: Interactive Audio Development
ISBN: 1556222882
EAN: 2147483647
Year: 2006
Pages: 170

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