Dynamic Music Progression Experiment


In this experiment, I’m exploring a way to trigger dynamic music changes within games without players noticing any abrupt transitions. The idea is that as the game progresses, the music will shift, adapting to the gameplay, but the transitions will be so seamless that players won’t notice the changes.

To achieve this, I developed a script in Unity using Scriptable Objects, which allows me to label different sections of a song as loops, intros, or outros, and define the time range for each section. The music manager then triggers these sections based on gameplay events. If a section is marked as a loop, it will continue looping until a specific input or event triggers the next section.

This approach also enables me to make a short song feel much longer, as the loops extend the duration without repeating in a way that feels forced. In this experiment, I used a song from my friends’ band, Futuremen, who kindly shared their track with me for testing.

Additionally, multiple managers can be assigned to different instruments, allowing for more complex and layered changes. Depending on what is happening in the game, I can trigger different instrument tracks, adding another layer of adaptability to the music.

If you’re interested in the technical side or want to know more about the game I’m working on, feel free to check out the devlog where I dive deeper into the project!

Find the code in Github.

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