Well, as I just described, a library of samples and then a list of when those samples are played. Probably a sense of tracks or layers so that samples can be played simultaneously, and that's about it.
I have thought about writing my own, but that would entail the construction of the tools to actually make the music, and that's a whole 'nother app when I would really like to just finish the game.
It is, to me, a common or simple enough thing to do that I thought GarageBand or the like would provide a way to do this. Maybe there isn't one because programs like GarageBand are being protective of their samples? I don't know, maybe not, I don't know enough about GB samples to know if they are accessible, file wise.
Bob On Aug 8, 2011, at 5:08 PM, Gregory Wieber wrote: Agreed.
What are you looking for in terms of this file format? Are you looking for a way to compose the material on a desktop (DAW) and easily export it to your game, in some kind of packaged format? If that's the case, you should consider writing your own tools to do so.
Perhaps more information about what you would like the game's music system to accomplish would help provide a better response. If I were building a game today, I'd probably focus on stems (thematic musical elements) that are in the same key and tempo, and mix those dynamically. That code is probably where I'd put in the most effort, as opposed to the toolset for exporting the music data from a DAW into the game engine.
The degree of algorithmic control you'd like to exert over your music would determine whether or not to use Core Audio or one of the higher level audio options.
Greg Wieber
On Mon, Aug 8, 2011 at 2:53 PM, Brian Willoughby <email@hidden> wrote:
On Aug 8, 2011, at 13:37, Bob Sabiston wrote:
I'm not sure I need to go buy a book to learn the answer to this fairly simple question, do I? After slogging through all the crap necessary to get synth sound and mixed channels w/ fx playback and music simultaneously on iOS, I don't really feel like such an absolute beginner. I just am confused as to why my mp3 playback does not work with longer files, and in addition I am wondering whether a 'pure' sound format exists, where you get the samples and their sequencing all bundled up in a file.
A 'pure' sound format would only include sound, not sequencing or sample information. In other words, a bundle cannot be pure unless all of the data is of one type. What you're describing is a hybrid of sound waveforms and sequencing, with multiple data types in a single file. There have been such file types in the past, but they were usually custom-designed for one particular program and then adopted by one or two others.
Brian Willoughby
Sound Consulting
______________________________ _________________
Do not post admin requests to the list. They will be ignored.
Coreaudio-api mailing list ( email@hidden)
Help/Unsubscribe/Update your Subscription:
This email sent to email@hidden
|