Guitar Hero Engine - How?

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.rikman,

Im right at the finishing line on a game I have been working on solidly since Feb this year. One of the big issues I had was how to mimic the Diddy Kong Racing style of music transforms - where the same tune is played throughout each section of the game but as you approach different areas the instruments change based on being near a beach or a snowy mountain etc. I believe they did it using Midi sounds knowing that every N64 had the same installation of midi instruments. But my game is a PC based game and although I have control over the kiosks it'll be played in I wanted proper composed music in the form of OGG playback files.

In my game I needed to have at least five different pieces of music in every level - all keeping in sync with each other. One evening I was playing Guitar Hero II with my son and a friend and we were wondering how it was done... as I sat there it dawned on me one way it could be achievd was to paly multiple tracks in sync and simply alter the volume level if the user makes a mistake - this gave me the clue as to how to achieve my musical mixing live in my game. It's nothing clever really in fact at first I thought, "Nah,m no way is that a good idea!" - I was sure that would cause issues on an already over straining cpu, but I was wrong.

Simply put I run 5 tracks of music all at the same time and crudely put I fiddle with the volumes of each as I get to differennt sections of the game - works a treat, and its how they did the music respons to player input in Guitar Hero I reckon.

IPete2.