Dynamic Music System

$49
Publisher Mordi Audio
File size 21.28MB
Number of files 48
Latest version 1.2.0
Latest release date 2024-01-02 04:09:31
First release date 2021-08-24 09:56:15
Supported Unity versions 2018.4.2 or higher

A lightweight but powerful adaptive music system which reads metadata from wave-files to determine where sections and transitions begin and end. It supports both horizontal resequencing and vertical layering at the same time.


Games using this asset

  • Dwerve by Half-Human Games (PC, Mac, soon Nintendo Switch)
  • Rocket Rumble by PixelNAUTS (PC, Mac)

How it works

Watch the tutorial video

  1. Inside your DAW, add markers where each section begins and ends.
  2. Export your track(s) with your markers embedded.
  3. Add your wave file as a clip in the inspector. The system reads your markers.

Please read the user guide for more detailed information.


Note: To be able to use all features of this system, you need to be able to embed cue markers in your audio files.


Features

  • Edit sections in your DAW
    • No need to manually write down where sections start and end.
  • Seamless horizontal sequencing
    • Go from section to section, right on the beat.
  • Vertical layering
    • Smoothly crossfade from one state into another state.
  • Transitions
    • Use a cymbal swell, drum fill or anything else to transition into any section.
  • Easy to use
    • Tell the system to go to any section, or any state. The system handles everything else.
  • Save time by auditioning the music right in the inspector
    • Identify problems even before starting the game.

Bonus content: A script that lets you easily extract various metadata from wave files, useful for anyone looking to make their own music or audio systems.


Compatibility

It uses native Unity audio, which means it should support any platform that Unity itself supports, except for WebGL.


Known issues (v1.1.0)

  • If the game freezes, or the framerate is close to zero, the system will sometimes make transitions jarring, due to not being able to detect the current play position of the AudioSource in time before the end of the current section.
  • The waveform display doesn't line up exactly to the timeline, but gives a rough estimation.
  • Auditioning in the inspector doesn't work when previewing the component as a prefab in the inspector (but works in the scene hierarchy and in the full prefab editor).

Support

Please reach out to me for any questions or issues. My e-mail address can be found on my website (near the bottom).

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