[RELEASED] Script to create interactive/adaptive background music

Hi Unity Devs!
I’ve just finished coding a script to help developers make interactive/adaptive background music for their video games. Don’t know if this has been done before by another dev… If you have any suggestions or ways to make it work better, don’t hesitate! I’m a self-taught coder so I really don’t know what I’m doing… :stuck_out_tongue:
Here is the demo video, and the script should be available for download soon on the Unity Asset Store (for free).
(submitted today for update)

LINK TO THE SAMPLE PACKAGE ON THE UNITY ASSETSTORE:

2 Likes

Looks cool! Master Audio and PSAI do adaptive music as well, depending on what you mean by “adaptive”. But not for free :slight_smile:

Hi everyone!
The package has been updated today!
Check out the new samples and the script to help you create interactive/adaptive music for your game!

Hi!
what a coincidence (and a great work!)
I have just finished my first try with an adaptive music:

I am gathering suggestions here:

:slight_smile:

Hi Bosone,
Nice loops!
I would suggest you look at these two sample packs which are similar to what you are showing:

And this one:

1 Like

thanks for the suggestion! :slight_smile:

Hi Unity Devs!
Just released an updated and fully operational script that does everything for you!
Check it out!

My new script for interactive video game music based on triggers is out! You can download it for free here:
https://www.assetstore.unity3d.com/en/#!/content/23837

Try it out and don’t forget to drop a review to let me know what you think! :wink:

1 Like

Hello, I just tried out your script. However, on a clean/blank project, this script is causing my RAM to be eaten up. I’d have to close and reopen the project to get that RAM freed up. I’m not sure how to fix this myself, what would be a good way to fix this issue?

Hi Scbionicle!
Did you use it as is with the included samples or did you try to include other samples?
I haven’t updated it in a while, but most probably, it’s the method for playing the samples that needs fixing by flushing the samples once they are played, using the “playoneshot” method instead of the “play” one. Other than that, I can’t think of anything else eating up RAM. The samples need to be loaded inside an Array, which also may be part of the problem… Hope that helps! :wink: