[Released] Epic Adventure Orchestral Background Music (Free)

This is a free sample set to create your own adaptive music background in Unity. Donations accepted (on my website).
This is my very first sample pack for video games. Please let me know what you think, what you would like to hear in future releases, I will take your suggestions into account!
The style is epic orchestral music for adventure/action games. The tempo is 150 bpm (beats per minute). This might help getting the audio in sync.

Download it in the Unity Asset Store here: UNITY ASSET STORE

The content includes:

11 loops (5 in exploration mode, 5 in battle mode and one melody):

  • Intro loop for the exploration mode
  • Exploration Theme 1A and 1B (soft)
  • Exploration Theme 2A and 2B (louder with more presence)
  • Battle Theme 1A and 1B (mild) with an optional addition of a melody
  • Battle Theme 2A and 2B (more presence)
  • Battle Theme 3 (climax)

6 transitions:

  • A sample to enter into Battle mode
  • 3 samples to break out of the 3 different Battle Themes
  • 2 drum transitions with a louder one to accompany the change between the 3 different Battle themes and a softer one to transition between Exploration themes.

The samples are all in *.OGG format in 192kb/s quality.

Keep in mind that the samples are NOT loopable from the box*.
Please check the video that demos how they should be used (they need to be retriggered within two different audio components). The reason for this is simple: classical instruments have a natural release time so if I had cut up the samples into a loop, you would be able to hear the looping as the release of the last notes of the loop would be cut too.

One link that seems useful for adaptive background music in unity is the following:
Adaptive music thread

But there are many more out there! :slight_smile:
If you like it, please leave comments also with suggestions on what you’d like to see in a future release and I’ll create more comprehensive pack based on your feedback.

*If you find it too difficult to work with these samples, please let me know in a comment and I will update this set with “looped” versions of these samples.

1 Like

Nice first post!
the idea is good and the music is awesome, my suggestion is to add lots of samples,
and keep them organized as possible.

you can’t go wrong with Orchestral.

Hi GCat,
Thanks for your comment!
Very glad you liked it! :slight_smile:
I will keep that in mind for future releases…

Any other suggestions? Comments about the music? Is it usable as is in an adventure video game? Any feedback would be greatly appreciated! :wink:

Is the demo scene for this operating correctly?

Probably it would be a little more user-friendly if it used some screen buttons and uGUI, like the newer demos.

Hi Hopeful!
Yes, I’m working on showing a demo of an “in-game” use of the latest system for interactive/adaptive music…:smile:
I’ll be gradually updating the older music packs with this new system (like I’ve done for the Angels and Demons pack). :wink:

1 Like

Sounds great! :slight_smile:

If you want a beta tester on your new music program before you release it, send me a PM.

You can already see a demo adapted to my Psycho Electro Music Pack here! :sunglasses:

Any feedback is of course very much appreciated!! :slight_smile:

1 Like

Sounds great! And I like the simplicity of it.

I think there’s a lot of different ways to handle the music, and I suspect I’ll use several different ways in my game.

The method I was working on the other night - using the Angel March from Angels & Demons - was a little different, but like the one above it used the intensity levels of the music in conjunction with the intensity of the player’s opponents and status. I didn’t have it entirely hooked up, but the idea was to play the two top tier bits of music when facing stronger opponents, running out of time, and / or significant loss of health.

Yep, indeed! It’s really up to the developer to set his/her triggers according to their needs… :smile:
In the example below, I actually configured the code to work with enemies that are instantiated/spawned instead of being physically present already in the game. This is quite a bit more difficult because you have to make sure that you give them a unique ID upon creation and that you get their position via code.
It’s waaaaay easier to simply drop empty objects into your game and have them act as triggers (room1, room2…) so that’s why I spent a good 2 days figuring out how to get this to work with gameobjects that are spawned.

I could also add a “reset” timer for the music intensity where you have to be “monster” free for at least 10 seconds before the game goes back to the “ambiant” mood… That’s to prevent the “wild” swings in the music intensity… :stuck_out_tongue:

I thought what you had was fine, but more options is good. :slight_smile:

The Epic Adventure music is going to need a different controller, though …

Yes, indeed. I was actually thinking of updating my “Endless Battle March” asset rather than this one…
The “Epic Adventure” music already uses triggers based on distance to game objects…
I actually used the code I had in this asset to update the psycho electro one! :smile:

But the “audio” controller is much more powerful, so I think I’ll gradually update my other “pro” packs with my new code, especially in the assets with randomly generated music such as the Medieval series… :wink:

In any case, my future releases will directly use the full power of random soundtrack generation combined with the “updated” interactive/adaptive script… It should be quite impressive! :sunglasses:

Oh, and I did add a “reset timer” to wait for a set amount of seconds after all monsters are dead before reverting to a “soft” mood to avoid abrupt changes…
And I’ve also facilitated the use of the “reset” button that assigns new samples to each layer!
I think now, it’s pretty good! :stuck_out_tongue:

If you haven’t checked out the demo for Epic Adventure lately, you might do so. It doesn’t look to me like it’s set up right. But maybe I don’t recognize what I’m looking at. :slight_smile:

The latest update was this one:

It’s based on GameObjects acting as triggers, the only difference is that in this pack, I didn’t cater for automatically (programmatically) assigning GameObjects (spawned or pre-existing) to the Transforms… :stuck_out_tongue:
You basically have to drag and drop the objects you want to act as triggers for the different “moods” manually…
Perhaps I’ll streamline the script one last time, but I’ll give priority to those assets that need it most… :wink:

Ah, okay. So some assembly required. :wink:

A bit, a bit… :smile: