Jump to content

XML:SNDD: Difference between revisions

724 bytes added ,  16 April 2013
What does <Weight> do with <Permutation>? Is it like in TRAC's <Weight> for probability?
mNo edit summary
(What does <Weight> do with <Permutation>? Is it like in TRAC's <Weight> for probability?)
Line 128: Line 128:
: OSBD_newmusic_out.grp.oni (Links to the ending of the music - Optional)
: OSBD_newmusic_out.grp.oni (Links to the ending of the music - Optional)
: SNDD_newmusic1.oni (The individual music files - Its best to break up the music into segments of perhaps 30 secs to a minute each - Oni may crash or become sluggish if you use a single file for the music -- EdT) (What are the limits? --[[User:Paradox-01|Paradox-01]])
: SNDD_newmusic1.oni (The individual music files - Its best to break up the music into segments of perhaps 30 secs to a minute each - Oni may crash or become sluggish if you use a single file for the music -- EdT) (What are the limits? --[[User:Paradox-01|Paradox-01]])
Music parts between intro and outro are played in a random order.
Why would Bungie have wanted random parts? I found it disturbing for a long time but now I think a fair guess can be made with the songs' purpose: giving fights more ''atmosphere''. Every player finishes the enemies in a different time: one wins in 2 minutes, the other in 6 minutes, etc. So 1) modular parts seem perfect to delay the outro part when it's necessary and 2) a random order adds more variety (making the loop less boring).
grp files have a <Weight> tag under <Permutation>. [[wikipedia:Permutation|Permutation]] should have something to do how song parts get repeated. However, it's not clear what influence <Weight> has on the repetitions.




8,018

edits