Symphony > Általános témák > Téma részletei
Dravvad 2013. nov. 2. @ de. 10:40
Best Way to See Change in Intensity?
I don't have the game myself but my roommate does, and we're both just messing around and observing the responses to the songs but honestly there doesn't seem to be much of a connection to the music.

It seems like the game only connects to a certain parameter in songs (like a certain bass frequency or something) in affecting the intensity. He himself has a somewhat varied library--mostly techno though. I have mostly "rock" music in general, but it varies in many sub-genres, whether it's pop rock, heavy metal, experimental/trance-type stuff, reggae, etc.

He himself has just done some various playing with Infected Mushroom, Dragonforce, Joe Satriani, and Coldplay. Oddly enough, Coldplay's "Charlie Brown" gave a tougher challenge than any Dragonforce song, which led us to believe that there is some specific attribute/bass that the game looks for.

Does anybody have any more reasoning behind how the game renders the music? And anybody have any actual useful suggestions (like sub-genres, full artists, etc.) to try out?

This game is interesting but it doesn't seem to render anywhere near as well as Audiosurf.
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ArealFloodAdvisory 2013. nov. 5. @ du. 4:38 
Seems to be on a per song basis? The swells in intensity follow lows and highs in each song and not a set stat like 'if bpm = 140, go crazy'. I'm not sure, but it does seem that way.
Empty Clip Studios  [Fejlesztő] 2013. nov. 13. @ de. 7:35 
This could be the topic of a very long article, but the short of it is that since enemies spawning is tied to the intensity we derive from the music, we "normalize" intensity so songs that are too intense are toned down and songs that are too soft are increased in intensity.

The result is that each song should have some calm, some moderate and some intense sections. This was a tough balancing act on which we might have erred on the side of caution (i.e. giving a more predictable difficulty versus wildly varying per song).

ALSO, something very important is that the recording level of each song has a huge impact on the intensity. In short, a "soft" song that is "bricked" (i.e. mixed at the maximum level) will have a lot more "energy" than a heavy metal song that is "nicely" mixed with lots of headroom (like eighties Metallica songs), with no easy way to know the difference.

Francois
Empty Clip Studios
Dravvad 2013. nov. 13. @ du. 2:41 
Empty Clip Studios eredeti hozzászólása:
The result is that each song should have some calm, some moderate and some intense sections. This was a tough balancing act on which we might have erred on the side of caution (i.e. giving a more predictable difficulty versus wildly varying per song).

Francois
Empty Clip Studios

Interesting. Thank you for actually replying yourself to this. I understand that, but maybe some time later it might be able to update it to have an even "less balanced" mode. Yes, it may open up to some crazy things happening, but perhaps it could just be a free-for-all mode that is explictly stated that way.

However, I don't believe my roommate has actually gotten to the very last difficulty yet, as he's relatively busy. So I shouldn't say anything else until he gets there, probably, as it may very well be a good difference. I'm not sure what to expect.

Thanks again.
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