: Heat of the Moment (1:20)
.Background music for this thread
: Heat of the Moment (16:24)
So, some of you may be aware that I sunk a month into investigating FFT's music, including being able to replace the waveforms (essentially *.WAV files). I did this because I got to a point in developing the demos for the Kickstarter relaunch where I realized the music just didn't match with the quality of the graphics. A high-quality digital sound, in fact, is not what FFT used. They used pretty low quality (22040Hz) recordings, pumped them through a very heavy (but controllable) reverb, and obviously had very talented musicians write music for that system. While I can't provide the 3rd element, over that month I found free alternatives to the first ~100 of the nearly 200 instruments they used (see: Instruments Wiki
), and I began writing code to make use of a software MIDI synthesizer. Sadly, all of this stuff completely lacks the ability to be shown on youtube (some for copyright reasons, mostly for lack of visual nature of music and programming code).
Following the initial investigation, I worked the replacement instruments I found into a replacement table for the purposes of playback and composition. Since I've had the question asked already in-person: "Why does that even matter?" It matters because there are TONS of instruments in the world. If you don't start with just the ones FFT used, it's probably unlikely that you'll use anything like them unless you're skilled at writing music in the style of someone else in the first place. Furthermore, FFT instruments are synthesized, which means you couldn't even hope to find some of them without finding the source material (i.e. reverse-engineering the game) and programming a similar synthesized instrument yourself. So, this is a feature that attempts to offer you a pool of FFT-sounding instruments (without crippling you into only using them) for the purpose of writing songs/music/sound effects that mimic FFT's signature sound (re: low quality audio, massive reverb).
Did you listen to the music I linked yet? As you likely realized, it's all one piece. What changes is the musical theory foundation of: (1)
key (i.e. note like "C"), (3)
octave, and (4)
scale. These changes have the added benefit of providing an emotional characteristic, like "fear". So, "fear" becomes one configuration for the piece. Meaning, you can ask the engine to play a song like this (i.e. MIDI) in its "fear" configuration. Obviously, you'd have to set this stuff up ahead of time to make sure it sounds good, but the point is that you no longer have to think in terms of music after the initial composition is written; you can think in terms of what it lends itself to emotionally! That's a feature triple-A games have (ex. PSO2), and now so do you -- and it's orchestral-sounding (rather than electronic)!
Thanks for listening and staying interested in Tethical.
Since I don't want to make another post (information is over on twitter anyway), I rewrote gamepad support to use SDL2 (what Steam's Big Picture uses) since someone wrote a Python wrapper for it.