#5A Rescue - Music Progression

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meager arrow
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So in the rooms of temple's final checkpoint some parts of the music change (Mentioned below in bold), this happens room by room and I was wondering how to implement this in my map, if it's a vanilla only thing then that's alright but I'd be cool if I could add it. (I couldn't really find anything special in the 5A map file in the generic room settings menu btw)

**-The unnerving (Synth?) gets louder as you go through the rooms, like in Anxiety or the start of In the mirror, in game terms that's "music_temple_middle", 3rd checkpoint of 5A

-The reversed piano gets quieter while a not so reversed piano gets added, woo**

faint root
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it might be hardcode inplemented in the vanilla bins

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i have the project opened here i think you mean one of the layers

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layer 5 i think it might be just adjust that a small bit every room

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1. Parameter layer1 is active for lit screens. Parameter layer2 is active for dark screens.

2. Parameter layer3 is active if there is a seeker present. Parameter layer4 is then also active if a seeker is aggro'd.

3. Parameter layer5 is active during the Theo Escape.

4. Parameter layer6 is a whispering track that fades in if you're nearing Theo (and then throughout Theo too I think).

5. The torch track is being sent pre-fader to a Return in the mixer controlled by a snapshot in event:/game/05_mirror_temple/torch_activate. It's playing at all times, but only revealed when the player touches a torch.

6. The tracks main_music, step_1, step_2, step_3, and step_4 are being output to the "eye_mains" track below. This summed output is being sent pre-fader to the "eye_mains" Return in the mixer.

The track "pulse" is being output to the "eye_pulse" track below. This output is being sent pre-fader to the "eye_pulse" Return in the mixer.

This eye_mains return is sidechained against the eye_pulse return, and the eye_pulse return's fader is cranked up momentarily by a snapshot present in event:/game/05_mirror_temple/eye_pulse.

As a result, whenever an eye pulse passes through Madeline, we hear a bass-heavy moment in the music.

7. Parameter eye_distance is floating from 1 to 0 based on Madeline's progress through the final room of the Mirror Temple towards the eye boss. As we float from 1 to 0, we automate the volumes of the step_1/2/3/4 tracks, resulting in a more and more twisted soundtrack as you get closer to the eye.

also this long note i found in there

meager arrow
faint root
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And with that trigger you should be able to have positional fade

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Change it to 1 that's the max value

meager arrow
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Alright. I'll test it out tomorrow cause I'm gonna sleep soon, but thanks so much for the help man :p

Also 2 side notes
-Layer 4 might've gpne unused, cause no rooms in temple have it enabled by default and playing around with seekers didn't seem to magically enable it
-Layer 1 might get quieter as 5 gets louder, gonna have to test that ;-;

faint root
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np

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i dont remember hearing drums when near seekers ever