o76923, to VideoGameMusic
@o76923@kitty.social avatar

Do I know anyone who does/knows about / Music / ? I have a question about how something worked in a discontinued game called .

It's a game that has visual novel story telling for cutscenes. During those scenes there's "dynamic music" in the background but I don't know enough about music or mobile game hardware to know what is normal or feasible.

I thought that dynamic music usually worked by having loop_A play in area A then when you moved to area_B it would cross fade by decreasing the volume of A and increasing B. Maybe there's another layer of music added on top to indicate a special effect is going on but that second layer ignores the first. It's just composed in such a way that it sorta works with either of them and has a timing thing so it starts at a time to make certain beats line up.

What confuses me about the cutscenes in Priconne is that it seems like they're able to do fancier stuff like changing tempo, picking which instruments are playing, or making it sound sadder (change to minor key?) in response to where you are in the dialogue tree.

Can you actually do that kind of thing on the fly or do they just have a few variants of the song that they switch between with normal cross fades? I only saw them do it in scenes with a handful of instruments if that helps narrow it down.

I guess what I'm really asking is does the script for the cutscene say something like "switch to track_6_sad.mp3 at next opportunity" or is it more like "for track_6.midi applyTransform(MOOD_SAD) and muteChannel(trombone)"?

puniko, to random

​:kyaru_woozy:​ Behold! The Punibus!

I tried to apply a bit of a typical kyaru colour scheme to the nekobus fur patterns. stopped at the paws because i kinda liked how it looked staying white

https://www.pixiv.net/en/artworks/109559732

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