![]() ![]() ![]() It's just that simple! The music shifts in tone based on what kind of creature you are building. And the sounds of your animal were incorporated into the music: add a beak and a bird-like screech might occasionally find its way into your tunes.Īn example Pd script for dynamic music. Short themes played when you added pieces to your creature. Instruments changed as you switched menus. The creature editor reacted to every piece that you selected. McLeran fired up the game to show this in action. But fire up the spaceship editor and you'll hear tunes that are more complex or "synthy." The religious vehicle editor (during the Civilization-style part of the game, you can dominate other cultures using military, economics, or religion) contains samples from the London Symphony Chorus. When you're editing your creature during the tribal part of the game, you can expect lots of primitive, tribal-sounding drum loops. The team created different musical scripts for each phase of the game. But how does this fit in with Spore? It turns out that it was simple to integrate Pd with external events. Later, the team added increasingly complex scripts, capable of switching between keys or dynamically creating counterpoints and synching them up with basslines. ![]() It sounded like ambient chimes, with a nice beat and a kind of ethereal quality. Jolly played some clips and these early experiments already started to sound pretty good. ![]()
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