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wave-begins = music begins (rhythmic, dramatic, possibly interactive & random elements?)
wave-over = music stinger and fadeout (uses beat sync transition w/ adesi music system)
music sidenote: interactive music elements require specific code design for that composition, this would complicate the 'randomized-playlist-of-all-composers' approach for music we typically do at Eagle One. Possibly we randomize the music of all Eagle One composers on a "per-wave-basis". Everything here can be accomplished with just a bit of effort. TBD.
Love that you put stingers for game start and over on there, I only recently thought about that haha
We could also use some generic damage/impact sounds, that's part of the fx I wanted to improve on for classic speed-dial
You're also an MVP for putting so much consideration into the implementation for more complex music features. The s&box sound API is extremely lacking at the moment, coming up with proper use cases for features to be added would be an excellent use case for this
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DoctorGurke commentedon Nov 27, 2022
Love that you put stingers for game start and over on there, I only recently thought about that haha
We could also use some generic damage/impact sounds, that's part of the fx I wanted to improve on for classic speed-dial
You're also an MVP for putting so much consideration into the implementation for more complex music features. The s&box sound API is extremely lacking at the moment, coming up with proper use cases for features to be added would be an excellent use case for this