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It can be interesting to compare "game rip" versions of game soundtracks with the official CD releases. An official release of a track from Remember Me might be 2-3 minutes long, but the game rip is 10-20 minutes long, filled with stems and loop segments that transition back and forth based on a few things like the length of the player's current combo chain and their HP.

AFAIK, Splinter Cell: Chaos Theory is another example of this - there's an official release of the soundtrack but the game rip versions of the tracks are typically all 5-10x as long because they are extremely dynamic.

Aside from loop point adjustment, a common technique is to split a track into layers and fade layers in/out dynamically depending on world state.



Nintendo are particularly good at this, where each phase though a menu towards starting a game will add layers to the music. Makes me wonder if they're still using some form of sample-based music tracker.


Portal 2 makes heavy use of the "fading layers in dynamically" as the music will change when you fly through the air, hold various objects, or change parts of a puzzle.

Lots of good examples here https://youtu.be/ursIj59J6RU




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