Hi BIS !
While making a new mission I found it pretty complicated to embedd a mission depending soundtrack that is adjusted by the mission or better say the gaming itself.
Little example:
1. Mission begins, smooth looped ambient track is played
2. Enemy contact, ambient track is substituted by variation of ambient track with more drive
3. Enemies killed, music falls back into pattern 1
4. If enemy contact extends and more enemies show up the music from point 2 is taken to another higher level to increase push of atmosphere
All this music is just faded into each other which makes it one solid tune without any cuts. It´s no big problem to set up such scores or even cut existing tunes into a shape that fits the "situation music awareness" scheme. I tried it and it works pretty well. While scripting all the enemy detectors with getdistance and knowsabout I ran into some problems as there is a little time-offset with the sounds, probably either my fault or an engine limitation with OFP1.
Anyway it would be nice to see such implemented in OFP 2 in a simplier way.
Let´s say, mission editor gets the chance to put the situation relevant files into 3 or 4 subfolders in the sound/music dir that are defined standard by BIS.
something like:
AmbMusic folder
AmbMusic1 folder
AmbMusic2 folder
....
In combination with an embedded script segment to call the code for the situation music awareness that is delivered by OFP2 itself, it would be very easy to implement such for mission makers and for some scenarios it would definately improve the atmosphere during gaming.
It´s not for all missions of course, but I can think of some SpecOps missions where it could be nice to have such, or even other scenarios.
Possible, and worth a look ?
Edit:@BIS If you want to have some 3 musicloops that do fit and demonstrate the idea, pm me.
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