1. #1
    Redlynx_Shogun's Avatar Community Developer
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    Dynamic Music Guide

    UPDATE June 11th 2015:

    Hey all,

    At the same time with the Donkey bike and female rider update, we decided to update the entire music system of the game into a more simple one that we had already used in DLCs Fire in the Deep, Fault One Zero and After The Incident. The update changes how music functions everywhere in the main campaign, DLCs and Track Central creations that use dynamic music.

    "Dynamic S" song versions loop entire songs without gaps, but still include a few interactive features:

    Start music 0.0
    Skip intro >0.0
    Loop music 0.0-0.99
    Stop music 1.00
    Restart music after stop <1.00

    The reasons for changing to this system are:

    - Less ear fatigue (hearing single loops over and over again if the player gets stuck in a difficult part of a level)
    - More stability (less bugs during playback)
    - Most TC creators didn't know how to use the dynamic music loop feature and tracks ended up being published with only the first loop playing during the whole track
    - Creating the multi-loop songs and inserting them into the official tracks was extremely time consuming
    - We can now spend the extra time we have for creating even more sound effects and making an overall better game sound mix

    Note that this new playback system will only be functional on PC, X1 and PS4.

    Cheers,
    W

    ----------------------------------------
    ORIGINAL POST June 5th 2014:

    Hey all,

    Today on the Level Editor Stream I'm going to be discussing how to work with dynamic music. In order to help you out I wanted to post this quick guide on the basics of dynamic music.

    A dynamic music track consists of a number of loops, each increasing in intensity or otherwise changing. Changing which loop is playing at different parts of the track can help add depth or drama to your creations.

    In the dynamic music tool you can choose which loop is playing based on a numerical value (these are adjusted in the "intensity" setting). The basic values go something like this:
    0 = start of song, this loop plays only once then automatically switches to loop 0.1
    0.1 - 0.8 = All of the song's loops are in between 0 & 1, some songs have a different number of loops than others (guide below)
    1 = end of song, this plays once then the song ends

    So now the actual guide. Below you can find the loop values for each dynamic music track in Trials Fusion. Special thanks to our awesome Audio Designer Wilppe for putting together this guide.

    MAIN GAME

    Bouncer, Cold Fusion Dragrace, Falling for Ages, Holy Glowsticks!, Lullabies of Steel, Redeye Road Rage

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.4
    Loop 3 - 0.6
    Loop 4 - 0.8
    End - 1

    Hillbilly Hipster, Rusty Nails, Superdrum

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.2
    Loop 3 - 0.4
    Loop 4 - 0.6
    Loop 5 - 0.8
    End - 1

    Future Nomads

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.4
    Loop 3 - 0.6
    Loop 4 - 0.7
    Loop 5 - 0.8
    End - 1

    21st Century Scoundrels, Afterburner, Automatica, Blazing Saddles

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.2
    Loop 3 - 0.4
    Loop 4 - 0.6
    Loop 5 - 0.7
    Loop 6 - 0.8
    End - 1

    DLC 1 - RIDERS OF THE RUSTLANDS

    Dappy Dan’s Dance Den (3:40)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.2
    Loop 3 - 0.3
    Loop 4 - 0.4
    Transition - 0.45 (to 0.5)
    Loop 5 - 0.5
    Loop 6 - 0.6
    Loop 7 - 0.7
    Loop 8 - 0.8
    Loop 9 - 0.9
    End - 1

    No Tears For Fears (3:30)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.2
    Transition - 0.3 (to 0.4)
    Loop 3 - 0.4
    Loop 4 - 0.5
    Loop 5 - 0.6
    Loop 6 - 0.7
    Loop 7 - 0.8
    Loop 8 - 0.9
    End - 1

    Paper, Rock, Scissors, Bazooka! (2:50)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.2
    Loop 3 - 0.3
    Loop 4 - 0.4
    Loop 5 - 0.5
    Loop 6 - 0.6
    Loop 7 - 0.7
    Loop 8 - 0.8
    Loop 9 - 0.9
    End - 1

    DLC 2 - EMPIRE OF THE SKY

    After The Acid Rain (3:04)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.4
    Transition - 0.61 (when in loop 0.4, this value triggers a faster transition to 0.6)
    Loop 3 - 0.6
    Transition - 0.7 (a long riser that automatically goes to 0.8)
    Loop 4 - 0.8
    Loop 5 - 0.9
    End - 1

    Flaking Chrome (2:49)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.4
    Loop 3 - 0.6
    Loop 4 - 0.8
    Loop 5 - 0.9
    End - 1

    Shantytown Saddlers (3:08)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.2
    Loop 3 - 0.4
    Transition - 0.5 (to 0.6)
    Loop 4 - 0.6
    Loop 5 - 0.7
    Loop 6 - 0.8
    Loop 7 - 0.9
    End - 1

    DLC 3 - WELCOME TO THE ABYSS

    Vision of Depth (3:00)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.2
    Transition - 0.3 Long transition to 0.4
    Loop 3 - 0.4
    Loop 4 - 0.6
    Loop 5 - 0.7
    Loop 6 - 0.8
    Loop 7 - 0.9
    End - 1

    Whispering Sirens (2:25)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.2
    Loop 3 - 0.4
    Loop 4 - 0.6
    Transition - 0.7 (to 0.8)
    Loop 5 - 0.8
    End - 1

    Men Hover Board (2:20)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.2
    Loop 3 - 0.4
    Loop 4 - 0.5
    Loop 5 - 0.6
    Loop 6 - 0.8
    End - 1

    DLC 4 - FIRE IN THE DEEP

    Breathing Needles (3:08)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.4
    Loop 3 - 0.6
    Loop 4 - 0.7
    Loop 5 - 0.8
    Loop 6 - 0.9
    End - 1

    Ronery Lidel (2:49)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.4
    Loop 3 - 0.6
    Loop 4 - 0.8
    End - 1

    Charred Squirrels (3:00)

    Start - 0
    Loop 1 - 0.1
    Loop 2 - 0.2
    Loop 3 - 0.3
    Loop 4 - 0.4
    Loop 5 - 0.6
    Loop 6 - 0.7
    Loop 7 - 0.8
    End - 1
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  2. #2
    Blastergamer's Avatar Senior Member
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    Didn't thought that this was for chaging the timeframe of the songs, my guess was that this is for changing the background music.
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  3. #3
    Originally Posted by Blastergamer Go to original post
    Didn't thought that this was for chaging the timeframe of the songs, my guess was that this is for changing the background music.
    That's what I thought at first, but then I figured it out through trials and error Good to know the corresponding value needed for a specific track's loop though. It's good, but I dislike the music itself for the most part and there is no option to disable music abruptly. I need this because I want the track to start in silence, and then the intensity increases based on events. It doesn't particularly matter though, just annoying that at the start of my track the end of song segment plays.and then I get silence.

    Looking forward to new dynamic tracks that come in the DLC. If it's not more dubstep/subgenres of it anyway.

    If the future consists entirely of dubstep and unfinished games I'll just hang myself now
    Lol.
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  4. #4
    TeriXeri's Avatar Senior Member
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    Knowing the specific intervals for each song is nice, thanks for the list.

    I had a 0 0.2 0.4 0.6 0.8 1.0 system in place when testing my first track (Cold Peak) last week, and some songs felt different, now I know why, since the 0.1 loop and 0.7 I did not know about
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  5. #5
    Any chance of a link to a saved stream? Or any other video's you made for Fusion?
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  6. #6
    So why was this called Intensity and not Position? I was under the impression that it simply changed the volume of the main songs.
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  7. #7
    Wilppe's Avatar Trials Developer
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    Originally Posted by Jolanphone Go to original post
    So why was this called Intensity and not Position? I was under the impression that it simply changed the volume of the main songs.
    The name comes from a rule of thumb that helps find a loop with the right mood for a specific purpose.

    Usually the values mean this:
    0.1-0.4 normal parts
    0.6-0.7 calm parts
    0.8 the most intense part

    So, let's say you want the end part of your driving line to have very intense music. Then, you remember that using value 0.8 usually plays the most intense loop of a song. Chances are the song part using that value might be just what you need.
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  8. #8
    TeriXeri's Avatar Senior Member
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    Originally Posted by Jolanphone Go to original post
    So why was this called Intensity and not Position? I was under the impression that it simply changed the volume of the main songs.
    It actually changes the beat and style depending on the songs, position would imply like a timeline on a track, which isn't the case cause those are Loops, a 20 minute track with dynamic music will only loop 1 track if you set it so in the playlist, unless you have a 1.00 event to turn it off somewhere.
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  9. #9
    Core2TOM's Avatar Senior Member
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    can someone post a list on which carreer track each song was used? for example:
    Blazing Saddles = Inferno 4
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  10. #10
    Wilppe's Avatar Trials Developer
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    Originally Posted by Core2TOM Go to original post
    can someone post a list on which carreer track each song was used?
    Sure! Here's the list:

    [Track name - Song]

    Greenhorn's Grove
    Training program 1 - Atmo
    Turbine Terror - Cold Fusion Dragrace
    Waterworks - Bouncer
    Observatory - Falling For Ages
    Dirt Derby - Hillbilly Hipster
    Cliffhanger - 21st Century Scoundrels
    Balancing Act - Bouncer

    Arctic Open
    Training program 2 - Atmo
    Ski or Die - Lullabies Of Steel
    Shear Pressure - Superdrum
    Shivering Isles - Holy Glowsticks
    Peak Performance - Afterburner
    Deep Freeze - Automatica
    Fusion Factory - Blazing Saddles
    Big Air - Falling For Ages

    Urban Sprawl
    Training program 3 - Atmo
    Skyscraper Showdown - Future Nomads
    Park and Ride - Redeye Road Rage
    Blimp My Ride - Falling For Ages
    Marina Mania - Rusty Nails
    FMX Training program - Atmo
    Daredevil Showdown - 21st Century Scoundrels
    Krank - Automatica

    Cactus Challenge
    Road to Ruin - Hillbilly Hipster
    Stormtrooper - Bouncer
    Sunrise Dash - Atmo
    Base Invader - Blazing Saddles
    Around The Oasis - Cold Fusion Dragrace
    RedLynx Rampage - Superdrum
    Trick Master - Hillbilly Hipster

    Rainforest Rumble
    Bungalow Beach - Afterburner
    Swamp Crash - Automatica
    Temple Trouble - Falling For Ages
    Tropic Storm - Future Nomads
    Titan Temple - Lullabies Of Steel
    Triathlon - Bouncer

    Skill Showcase
    Training program 4 - Atmo
    Rocky Road - Superdrum
    Eco Park - 21st Century Scoundrels
    Icebreaker - Rusty Nails
    Cold Storage - Blazing Saddles
    Expedition - Cold Fusion Dragrace
    Airtime - Hillbilly Hipster
    Ice Climb - Afterburner

    Expert's Club
    Cave Dweller - Redeye Road Rage
    Covert Ops - Bouncer
    Mind The Gap - Rusty Nails
    RedLynx Derby - Hillbilly Hipster
    Jungle Gymkhana - Redeye Road Rage
    Polar Accelerator - Holy Glowsticks
    Hard Wheeling - Future Nomads
    The Greater Crater - Automatica

    Master's Gauntlet
    Eye of the Storm - Rusty Nails
    Rock of Rages - 21st Century Scoundrels
    Light City Run - Lullabies Of Steel
    Frost Bite - Holy Glowsticks
    Inferno IV - Blazing Saddles
    Infinite Trials - Afterburner
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