popiroshka
Human
REF and EMV-engine nerd
Posts: 13
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Post by popiroshka on Apr 17, 2024 22:19:08 GMT
Other information: 32 - starting when player enter the combat 14 - any hit 15 - starting if player in action 18 - starting if player have not enough stylish point 67 - might start loop from 15 or 18 76 - drum loop (volume raises with rank and plays before A) 8 - synth loop (has a lower volume but high with fully A) 113 - vocal loop (has a lower volume but high with fully A) 107 - after ending of the combat 53/65/1 - transition and loop for S 53 - has a low chance for S transition 65 - most like always playing for S transition or loop 1 - has a low chance for S transitionKnow this: A rank 76 plays over what ever is playing before it and then 113 plays as the style meter raises. 08 plays during 113. ©Dandelion Outro(107) or transition(13) to standard rank loop pattern. ©Dandelion Some of the segments has MusicMarker that can change segments state. It's all about how player is stylish in combat.If you want to make 90 loop smoother, then change code PlayAt and check it with S transition segments as the same with 9/50.Coding with outro should be not only with MusicMarker, but also with PlayAt and EndTrimOffset.Dynamic has calm and rage mode what is according by stylish points. Segments that have different volume as code: 32(when loop)/14/97/22/67/90/105 If you want to make any segments without duplication, then my advice here will be is learning PlayAt code and always use him. How hard dynamic is:S and D part loop might be a hard if you want to code it closer to the original idea(without duplication of the segments).this graphic was corrected by Dandelion and tested by me.according by dynamic music list Download dynamic as OGG
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Post by dandelion/danneawesome on Apr 18, 2024 14:59:13 GMT
According to a sheet I did a long time ago it's 15/18 instead of it beginning on 15 and ending on 18 during D-A rank. And S rank sometimes skips 09/50 in the rotation and plays 90 instead, I don't think it happens when getting to s rank, only when it has looped. I think 115 can play with 20 and 2 with 71, I have written it like ''15/18 to 02/115 to 20/71/99 to 67.'' This might be wrong though since these notes are old.
intro(32) This plays until either enemy or player gets hit > transition(14) > intro riff before verse(97) > transition(22) > verse(15/18 to 02/115) > chorus(20,71 or 99) > cont.(67) This pattern continues til A rank. > A rank 76 plays over what ever is playing before it and then 113 plays as the style meter raises. 08 plays during 113 > S rank transition(01,53,65) > Chorus(09/50 to 90 to 51/104 to 105 to transition(01,53,65) to 09/50 or 90) this loops until end or rank drops below s. > Outro(107) or transition(13) to standard rank loop pattern.
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popiroshka
Human
REF and EMV-engine nerd
Posts: 13
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Post by popiroshka on Apr 18, 2024 15:21:36 GMT
oh my gosh so we finally can confirm that 15 and 18 should be together after 22? because I always hear that 18 ultra rear and not after S lost rank...
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popiroshka
Human
REF and EMV-engine nerd
Posts: 13
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Post by popiroshka on Apr 18, 2024 15:28:19 GMT
did I understand you correctly? and happy to see you man! KDA told me how good you are at dynamic coding. drive.google.com/file/d/1Sk500YK2S5E8WiyU1MWwKhLgmmpUnX-k/view?usp=drive_linkI was thinking leave that 18 after 67 because I was hearing this part inside the game like 67-15 or 67-18-15. "And S rank sometimes skips 09/50 in the rotation and plays 90 instead" - I really should check this part now because as I know dynamic can be different sometime. for example after cutscene A won't work anymore
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Post by dandelion/danneawesome on Apr 18, 2024 16:13:04 GMT
I don't have the game installed so I can't test, so you're probably right. I had no idea that A rank didn't play after cutscenes, I mostly just tested right at the beginning of missions, so that's pretty cool
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popiroshka
Human
REF and EMV-engine nerd
Posts: 13
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Post by popiroshka on Apr 18, 2024 16:17:20 GMT
thanks for correcting me with it! will change it now. A won't play most like when game skip intro by herself
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Post by dandelion/danneawesome on Apr 18, 2024 16:20:46 GMT
90 always plays after 09/50 iirc
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popiroshka
Human
REF and EMV-engine nerd
Posts: 13
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Post by popiroshka on Apr 18, 2024 19:17:45 GMT
I get it now why I wasn't hear that 18 after intro... oh my gosh... subhuman have markers that make music to change state if player in stylish with rank... if nothing happen then all that segments playing like it was in my graphic (because I test it with 0 stylish point). now will work with 90 then. you really have my thx with this correcting because first time when I saw your subject about subhuman it was hard for me to translate it but not now after all of this
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popiroshka
Human
REF and EMV-engine nerd
Posts: 13
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Post by popiroshka on Apr 19, 2024 0:58:40 GMT
will change later S rank design with first playorder and looping. I will also take your idea with it, Dandelion.
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popiroshka
Human
REF and EMV-engine nerd
Posts: 13
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Post by popiroshka on Apr 19, 2024 12:14:13 GMT
will double check then 02/115/ to 20/99/71 part for sure and we done here! ayooo it's saving my time so well with your help. for me this dynamic is fun how we can cook here with our track just by leaving all this original idea (not just replace every segment by the same track moment).
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popiroshka
Human
REF and EMV-engine nerd
Posts: 13
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Post by popiroshka on Apr 23, 2024 3:52:55 GMT
I just realized that I can check with code about 115 transition with the next segment, and yeah, they all three was there.
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