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A dynamic music system evolving with gameplay parameters.
System realized wtih FMOD and Unity.
For this music system design, I had a few things in mind:
Everything was created in a single FMOD Event, and I now think that it wasn't the best thing to do - it just seemed more straightforward at the moment. Anyhow. I've created a menu loop, with a quantized and fast transition into the first phase of gameplay when the game is started. The first phase of gameplay loops until players have reached a specific distance on the map, and the transition into the second phases kicks in - repeat and rinse for the 3rd phase. There's also a death state, that can go back either to the menu state or the phase one phase, depending on player's choice.
Also, since the game relies heavily on the versus fighting aspect, I added to the soundtrack a counterpoint melody played with trumpets that only kicks in when either of the players hold any ammo in their inventory.
And to top it off, the percussive elements of the soundtrack are connected to the health of both players. The lower the health, the more intense and diverse the percussion tracks get.