Closed apoapostolov closed 3 years ago
An interesting feature, it wouldn't be out of scope for the module per-se but definitely a lot of work to implement.
But I'm up for giving it a go and a research
Thank you for considering this. This would greatly improve the usability of the general "theme music" soundtracks usable for combat music.
While investigating this on my side, a modeule developer has made something that does this for the League of Foundry Developer's package jam which may be worth a look:
https://github.com/CarterDC/track-tracker
I'm not sure on his future plans, but to avoid duplication of modules/work I'll park this on my side for now and look to fully support his module if it's to be continue post-jam.
Thank you. I will post the same feature on his GitHub tracker and see if he can support it in the future.
Just to let you know that I spoke with CarterDC and he liked the idea and its use cases, though no commitment yet, so it is okay to close this ticket here.
Awesome, thanks for looping back! I've spoken to CarterDC about our module compatibility so we'll be working on making sure they work well together
This is a pretty complex feature and I would totally understand if it is out of scope for this mod.
A typical fantasy score music has parts that are not fit for a loop during combat. They start with a mellow buildup, then hit the dynamic battle theme, then often have a slow downhill end. Due to this, looping that sound would be constantly entering mellow buildups for half a minute of battle theme, so on and so forth.
Thanks to the new audio API the following may be possible:
Example: A 00:60.000 combat melody has a buildup from 00:00.000 to 00:34.230, then blasts epic battle from 00:34.240 until 00:54.000. it also has a 00:06.000 (12000ms) fade. The user, listening to the song, sets the loop start at 00:35.00 and the loop end at 00:54.000. When the song gets close to 00:54.000 - 00:06.000, it starts to fade into the same song that starts not from 00:00.000 but 00:35.000. This means that the slow ballad buildup will only be heard once, and the rest will be endless combat epicness until the theme is stopped.
Documentation:
UI: