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* Jeremy Soule is a pretty prolific video game music composer. He's done ''Total Annihilation'', ''[[Neverwinter Nights]]'', ''[[Elder Scrolls]]: [[Oblivion]]'', etc. Usually his songs are composed in odd time signature (i.e. not 4/4 and not 3/4), presumably because it's more difficult to identify where the beat lies exactly, and thus when the game engine switches from one song to another, there's no jarring sense of a song being interrupted in mid-bar.
* ''[[Resonance of Fate]]'' has two combat tracks for each battlefield type: a fairly laid-back version for normal combat, and a more upbeat one that kicked in when a character performed a hero run. The second version would remain in effect until a minute or so passed without consecutive hero actions.
* ''[[Mario and Luigi Bowsers Inside Story|Mario & Luigi: Bowser's Inside Story]]'': There are two tracks for everywhere in the game, one for when you're walking around outside as Bowser and one for when you're inside Bowser.
* ''[[Dragon Age II]]'' will play a sustained quavering note from violins as party members are killed and the controlled member loses health, while also muting music, fading between the two. By the time your chosen member is the only one standing and nearly down, the music will be completely mute and the violins will be all you hear. It is worth noting that the violins will still fade in at low health even with music turned off in the options.
* [[Ultima Underworld]] had a soundtrack that followed the action during fight sequences. Ambient music would cycle along until the player took an aggressive action or something attacked, and then the combat theme would come in quite abruptly, both to cue the player that they were in a fight and to ramp up the adrenaline level. There was even a modification to the fight theme that changed the music when the player's health got dangerously low to tip the player off to heal, run or push for the victory before being killed.