1- Aunique Prefab which enable instant “in game” drag and drop integration based on triggers.
2- Five different intensity levels: to adapt to the game’s action level: ambient, softer, soft, med, forte.
3- Three “moods” or music styles:Epic/Orchestral, Ethnic/Tribal and Solo Drums.
4- Three “tempo” changes: slow, normal and fast, to provide even more variety to your game.
5- Seven different “song structures” for ensuring a diversity in the soundtracks randomly generated.
6- Over 100 samples of various instruments/melodies: the soundtracks are generated by selecting randomly between a wide variety of samples including two different drum loops, tambourine, shaker, staccato and long orchestral strings, staccato and long orchestral brass, ethnic flute, bells, mallet and didj.
You also have the choice between two “flute” sounds, by setting the public booleans “flute1” or “flute2” to “true”.
The free pack and the PRO version will be available soon on the Unity Assetstore, I will update the thread when it is approved.
In the meantime, you can listen to an extract here. This soundtrack will be available in the free version.
Not too fond of the flute in the sample but the asset store is definitely lacking good procedural music packs. Looking forward to more examples!
Quick note: the drum also sounds a bit too… muddy? Could use a bit more treble and less reverb IMO.
Hi @christoph_r !
Thanks a lot for your feedback!
I could easily correct the issues you mention. I tried to find a “flute” sample which was as close as possible to the sound of a traditional “pan” flute, something a bit “tribal”, but I can easily replace it with something else.
As regards the drums, indeed, they is some reverb, but more importantly, I played some of those “live” to ensure that they sound more “natural” and not always “spot on” to the millisecond on the beat… It was to emulate “real” live performances of tribal music. I can, of course, get rid of the reverb altogether!
I’ll wait for other feedback and change stuff if need be…
I’ll post another example this evening!
Marma
Sounds good! No need to get rid of the reverb completely, just cut it down a little so the drums are crunchier. As with the second example you posted, the bass / lower frequency drumming is good, but I think some higher pitched drums could help round the sound. It actually sounds very good with the exception that there seems to be a “hole” in the frequency range where I’d normally expect snare/marching drums, or potentially rattles for the tribal setting.
I like the flutes!! Maybe you could include both with and without. I also like the drums very much. I have a couple of tribal cultures in my game and snares and other modern drums would completely ruin the feel. Rattles would be very cool. This will be very useful to me!
Hi Guys!
So, I can include some rattles in the drums, why not! There is a very “light” snare sound in the second drum type, and that’s because I wanted something more “military” like to fit with the epic/orchestral sounds. But the drum types fit both the ethnic and the epic music, even if not perfectly!
There is indeed dynamic layering, but it handles the intensity (volume) of the drums rather than the “individual” parts. Exporting each individual part and reassembling it “live” in Unity would drain a huge amount of resources.
@Teila so you prefer the original “flute” sample over the other?
How about lowering the reverb, did that sound better than the original?
Thanks many for all your feedback guys!
@christoph_r well, there is no reason I cannot include BOTH flute samples!
I mean, I can simply export the new ones and let the end user decide which one he/she prefers!
I like it but the area where the player passes through to trigger the drums is rather narrow. Unless you have a world that is set up with narrow paths between higher areas, it won’t work. Box triggers might be better and we could adjust the size.
Hi! Thanks for the feedback!
What I had in mind is that you can simply resize the trigger. It’s a simple cube that has been flattened, so you can easily increase the dimensions, or duplicate the trigger to create a “barrier” which the player is bound to pass through… does it make sense?