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(added a section on <BaseTrack2> because it doesn't seem to have been covered anywhere on the wiki; moved the section explaining the .aif suffix to the top level) |
(confirming that Weight does what we thought) |
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Breaking the main loop of the music into parts allows Oni to more smoothly transition to the ending part when necessary; the amount of time that a track will play cannot be predicted, after all, since players will take varying amounts of time to clear that segment of the level. | Breaking the main loop of the music into parts allows Oni to more smoothly transition to the ending part when necessary; the amount of time that a track will play cannot be predicted, after all, since players will take varying amounts of time to clear that segment of the level. | ||
The parts of the music between intro and outro are played in a randomized order, probably to add more variety to the | The parts of the music between intro and outro are played in a randomized order, probably to add more variety to the playback. Note that .grp files have a <Weight> tag under each <Permutation>. As with TRAC's <Weight> field, this can be used to set the relative probability that a music segment will be picked. Each permutation's weight is figured in relation to the total weight of all segments, so if a piece of music has four permutations and the first one has a <Weight> of 30 and the other three have <Weight>s of 10, the first segment has a 50% chance of being played. This feature is effectively unused in Oni's music, as all music OSBDs assign a weight of 10 to all <Permutation>s. | ||
Note that .grp files have a <Weight> tag under <Permutation>. | |||
===OSBDfile.imp.xml=== | ===OSBDfile.imp.xml=== | ||
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| <Permutations> | | <[[wikt:permutation#Noun|Permutations]]> | ||
| - | | - | ||
| int32 array for the <Permutation> tags | | int32 array for the <Permutation> tags |