![]() When set to false, bass sequence will progress to the next note every time a bass note is fired. Whether or not to randomize the harmonic week order. ![]() NewAsset : the week end screen where you can acquire new assets, such as tunnels and carriages.Each entry requires a sequence where the 1st array member is a bass note, ie.These definitions are relative to the week in which they are defined. These are screens where a chord can optionally be triggered.Bass notes progress forward with the standard sequences mentioned above.Octave range is handled automatically (basically, it's low!) A linear list of pitch sequences, where pitches can range from C to B.in the previous example, this would result in line 0 getting E3, line 1 getting G3, and line 2 looping back around to receive C3.All sequences will progress forward by one entry when the least recently edited line gets edited by the player.if lines 0, 1 & 2 are all assigned the same sequence of, line 0 will get C3, 1 gets E3, and so forth. If multiple lines are assigned to the same sequence, they are assigned notes in a linear fashion.These sequences can be assigned to different lines using the assignments property (see below).A 2D list of pitch sequences, where pitches can range from C2 to B5.By default this list of entries loops, so if you've reached week 4 & you only have 3 entries, it will loop around and use the 1st entry. Bb or A#) are always represented with a #, so if you desired a Bb4, use A#4.Įach entry represents a week. In other words, this section has no inheritance scheme. It's important to note that the HARMONY TEMPLATE section of base-example.txt is not the parent of harmonies, it's merely an example. ![]() The selection of musical notes is handled within the harmonies section of a city's txt file. Most of the station sounds are immediate and thus locked in, however it's worth noting that station events such as spawning and mutating (one station type morphing into another) will trigger new bass notes. Mini Metro is unique in that these timing decisions actually effect the gameplay, so tweak these values with the utmost care ! You can control the timing of peep events such as appearing (spawning), and embarking (getting on trains). This is the fun name we use to take about the little passenger shapes. The timing of certain train events, such as trains arriving can be controlled. The rest are arrhythmic or more droning in nature: Scooter, Orange, and finally Shinkansen, which was especially designed for the bullet trains in the Osaka level, but can be used anywhere. Four have a rhythmic feel to them, noted in their names: Si圎ight, TwelveSixteen, Three, and Four. There are 7 engine sounds to choose from. There are additional musical UI modules associated with lines, such as LineCreated and AssetPanelSelectLine which will automatically inherit the correct musical information, so you generally don't need to worry about these.Įach train has a looping engine sound, whose pitch is inherited from the corresponding LineLoop for the metro line it's on. Most levels contain 7 lines, represented by the number range 0.6. These pulsing notes are the foundation of the musical experience of the game. Each pulsing line has a rhythm and a pitch. It's important to first know both literally and symbolically which game objects are responsible for making the sound in Mini Metro.Įach metro line in Mini Metro has a corresponding LineLoop module responsible for generating a musical pulse. Any of these settings can be overridden by individual cities. This file contains the default settings for all cities. I've included examples of city files in the examples folder, as well as an example of a base file in this repo, called base-example.txt. All of these text files inherit from a base file. Guidelines for Building a City SoundscapeĮach city in Mini Metro has its own json text file which specifies how the music and sound for that city should be. The audioLoadoutId string in city.json must match the id in audio.json. Set the id property within this file to something appropriate.
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