A downloadable asset pack

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Dynamic Music System

The concept of adaptive or dynamic music is very simple: The music reacts or adapts to the situation. Now, if you played FTL: Faster Than Light from Subset Games (amazing game), you know that concept is taken a little further. The song remains the same, but it mutates to a more aggresive sound when you engage a ship in combat.
This asset attempts to imitate that. This is a very easy-to-use asset that will seamlessly fluctuate tracks with different intensities to imitate that effect.

*Features*
-Easy to use
-Comes with a song with 3 different intensities
-Works with both GMS 1.X and GMS 2
-Well commented code and easy to read
-Customizable
-Will be updated if needed

IMPORTANT: Remember than this is the code, which comes bundled with a demo song to showcase the effect (free to use, but you have to give me credit). To use other songs, you'll have to compose and arrange them in a dynamic way. You can hire me for doing that, by the way, as I'm also a composer (don't judge me for the bundled song, it was a demo to showcase the effect).

You can download a demo for the project here

If you need any help or want to contact me, you can send me an email to joaquinmedrano1@gmail.com

If you like my work, it would be a great help to rate and follow me here!

Purchase

Buy Now$1.99 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $1.99 USD. You will get access to the following files:

Dynamic Music System for GMS 1&2 by Floyd.zip 8.8 MB

Comments

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Does this tool have an OpenMPT import?

I was really hoping for some more intricate dynamic music system for GMS2, but this ended up being just a simple usage of the audio sync group functions so it was a waste of money in my case.

https://docs2.yoyogames.com/source/_build/3_scripting/4_gml_reference/audio/audi...

(+1)

Actually, I do not know what you expected. First of all, GMS is unable to create dynamic sounds on his own, given that it doesn't even have an audio processing engine, so the only way to work with something like this is with pre-recorded audio. Second, it's a basic engine (stated in the post) which not only works with audio sync groups but it also controls things like decays and fade time. Third, the reason that this thing is paid it's almost exclusively because of the music (which is reusable in any project, only needing credits for composition), and finally, it's ready for any user to understand it quite quickly, given that sync groups are not a common theme in the tutorial scene for GMS. 95% of the code assets you can buy are actually pretty simple scripts or small engines made for the comfort of the more novice users. 

That statement stated, I'm actually eager to see if you can give some tips to update this with some other things.

(+1)

Hey @Madwolf Studios. Given what you're saying here, the original post before buying this asset was misleading for me. I'll clarify some points you've mentioned. 

• it's a basic engine (stated in the post) - I see a difference between "very easy-to-use" and "basic". Advanced tools might be very easy-to-use while not being basic.

• the reason that this thing is paid it's almost exclusively because of the music  - reading "demo song to showcase the effect", didn't seem as the main reason to pay for this.

• 95% of the code assets you can buy are actually pretty simple scripts or small engines made for the comfort of the more novice users - ah, lovely hasty generalization, let me link a few logical fallacies here: https://thebestschools.org/magazine/15-logical-fallacies-know/. As Abraham Lincoln once said "90% of the stuff you read on the Internet, is not true".

I am not here to spit on your asset, I think the sample music is very solid creation and it would be nice to collaborate on some music for one of our games in the future. My intention was to make other potential buyers aware of what to expect and in my case I just threw 2USD out of the window, if you get my point.

Offtopic: I've checked Project Bullets, it has very nice scanlines shader/VFX. I would be glad to buy that one from you.

Well, in that case, I understand how it could be misleading. I'll try to be more clear in future posts. I didn't mean to be misleading in any way, but sorry for the confusion.

Aside from that, the CRT filter I've used in Project Bullets is a free asset from the marketplace. I've searched the link for you but couldn't find it. It was xygthop3's CRT Pixel Shader. And for the music thing, I'd be enchanted to work as a music composer (I'm actually building a portfolio for that). If you want, you can send me an email to joaquinmedrano1@gmail.com and talk it a little bit better :)

Hello Madwolf Studios! Does it supports HTML5? Thanks!

Haven't tested it, but it should work, as it only uses standard audio faders.

(+1)

Real cool. I can't wait to play with this :-)

Hey! You're my first buyer, ever! Thanks :D

Anything you want to ask me or anything you can think to improve it, please tell me

(2 edits) (+1)

Will do! I look forward to digging in once work settles down.

Consider linking to this video by Mark Brown on adaptive music:

You might also want to explicitly state this is for Game Maker Studio 1 & 2; maybe call it "Dynamic Music System For Game Maker Studio."

This code let's you put different adaptive tracks with ease, and comes with one song (3 tracks) included. As I've said, I'm also a composer, so you can talk to me if you need something on the style.

Thanks for the tips on the title and post, I've already added them!