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Game Developers Club -> Game Creation Resources -> FlaTra - Music Rendered On-The-Fly

Game Creation Resources Forum: FlaTra - Music Rendered On-The-Fly

NJB: FlaTra - Music Rendered On-The-Fly - Sep 25th 2007, 7:31PM Link | Report
Introducing FlaTra (stands for FlashTracker) an attempt to create an ImpulseTracker like way to render Music on the fly, basically, it should reduce the final file size for very large games (would probs work best with Retro styled ones) that contain lots of levels, as the music is made from one library of a set size and is made when and where it's needed in the level, it can also loop automatically and be set at a speed of your choice.
The Tester: Clicky

The File: Clicky Here or Here!
(fla is in CS3 format, DL a demo if you can or see below)

in the Strong Possibility that you don't have CS3 and don't want to get it (Demo, Full L/O)
Then you need to import some sound clips into your fla library, and give them the AS identifier as a number (1,2,3,4,...), the Numbers correspond to letters like so:

A (pause/silence)
B 1
C 2
etc...
You'll also need to have this code on the time line:

FlaTra Tracker= new FlaTra();
String song = "2BABABABCBCBC";//i.e. The sequence of clips
Tracker.playTrack(song);


There's probably plenty of bugs in the code still, but this is an early release and free to modify, just give credit for the original and add yourself to the the credits list in the .as file.
NJB - Mar 2nd 2009, 4:03PM Link | Report
Because I received a notification that FlaTra was recently downloaded, I'd just like to point out on the pages where I've put links to it, that this is outdated and pretty useless now that AS3 is available. I'll be making a better version of FlaTra at some point (one that actually works as described without being completely rubbish). Don't bother downloading this.
Thanks,
-NJB
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