Request to go over how procedural music track works on a Dreams Stream!
Wasn't sure if this should go in the "How Do I" section but I think it's appropriate. I was just noticing that there's (at least) one procedural track that has been made by the Mm team, called "Concentration". I would absolutely love if someone went through the procedural track demonstrating how it all works. Of course I'm a bit biased because I'm particularly interested in the music end of Dreams, but I think it would be a great thing to show, because
- It includes showing more advanced logic flow and organization, which I think was something that's been requested by beta users and non-beta users alike
- It's a great opportunity to show, using a very cool example, tips on creating music, which isn't something you've shown post-beta yet
- Looking it over on my own a little, it seems like the kind of thing that would be shown/communicated/how-to'd best with visual aid
- I'm very interested. Pwease! ! (by far the most compelling reason)
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Hi,
I will pass this request onto the audio team and see what they say.
John -
Thanks!
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This would be pretty cool.
I've played with a couple of techniques you could look into, in the meantime:
- "Drop notes" and "drop grains." These set the chance of completely missing entire notes, or grains (bits of a single note, effectively).
I've played about with taking a "sound effect style" instrument, making a clip where all the beats have a note, and then turning up the "drop notes" on that clip's tweak menu. So then you get random noises and percussion sounds. Just loop it through the timeline to have endless randomly-generated sound effects.
Or use a synth and make it sound "broken" by turning up the grain's drop notes probability. Then the tone goes in and out randomly. And look at the other stuff on the grain randomise tab. Very fun effects to be had!
- Use a randomiser gadget to turn entire clips on and off. https://indreams.me/guide/palette-glossary/assembly/components/logic-and-processing/randomiser
For example, I used this in my scene "Remnants of Gear and Cog." I have a separate timeline set to "play once." I hook up a single randomiser's outputs to power different clips all lined up to play at the same time within that timeline. Then in the main timeline, I add a switch (yes, you can add any gadget to a timeline to turn them on and off at the right times!) and hook it up to play the "random clips" timeline, and to randomise the randomiser.
So now, when it hits the switch in the music timeline, it plays a random clip, then resumes playing that original timeline.
It's kind of amazing, what's possible really...
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