Nest variations inside sequences inside layers inside repetition, and let the game modulate them.
Join the Alpha
A looping chord progression that picks each chord from a set of variations, layered with percussion and a melody.
SetVoiceParam(voice, danger, 0.30)
One clip opened up. Every clip has its own modulators and its own mixer.
Each clip has its own modulators: game inputs, LFOs, randomness. They can drive any parameter in the clip, from a Choice's selection to a Notes clip's BPM, and pass values down to the clips nested inside.
Each clip has its own mixer: filters, delays, compressors, synths and more. Its modulators reach those too, for dynamic mixing that follows the game.
Indecisive Battle.estua/ ├─ document.json ├─ clips/ │ └─ 4c1e…b07a.json modified └─ assets/ - "tail_start": 96000, + "tail_start": 105600,
Every clip has a pickup, a body and a tail. Bodies line up on the beat, sample-accurately, so reverb rings out over the next section and pickups land before the downbeat.
The project you compose is the file the game loads. Nothing to build in between.
Plain JSON, one file per clip, with the audio alongside. Diff it, commit it, merge it: two people editing different clips don't conflict.
// on an EstuaPlayer component player.TriggerClip("Battle", key); // Player walks into the cave (hope there's a bonfire nearby) player.SetVoiceParam(voice, danger, 0.8f);
estua = estua_create(); estua_load_included(estua, "indecisive_battle.estua"); estua_play(estua, "Battle", key); // Player walks into the cave (hope there's a bonfire nearby) estua_set_voice_param_number(estua, voice, DANGER, 0.8);
Estua is early, and I'd rather build what you need than guess at it. Unreal support? Linux? Something I haven't thought of? Join the Alpha and tell me.
You'll get the download link by email. No spam, just updates on progress.