Martin Parker
In the example of Mozart’s musical dice that we presented in the first lecture, there was a matrix of possible outcomes available based on where you were in the score. Basically, something in the tonic key, had to be followed by something in the dominant so whatever phrase was chosen, it would work sensibly, or coherently with the next one.
In this tutorial, even though we won’t actually be designing sounds and music that belongs in series like Mozart’s we will show you the tools you need to pull this off.
Assets you’ll need - these have already been updated as per the video
part_01 from Martin Parker on Vimeo.
part_02-firstPersonControllerSolving from Martin Parker on Vimeo.
part_03-LookAtWorkingScripts from Martin Parker on Vimeo.
part_04-HackingTheFPCscriptForIncreasedFun from Martin Parker on Vimeo.
part_05-gettingRandomSpawningGoing from Martin Parker on Vimeo.
part_06-playRandomSetOfAudioFiles from Martin Parker on Vimeo.
part_07-randomSpawningDifferentPrefabs from Martin Parker on Vimeo.
Well you’re now able to spawn random sounds and have different prefabs with different sounds and different spawn times, what next?