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.
Here’s the introduction
solving the first person controller problem
encouragement to look at already working scripts to see what they do
hack the FPC script to sound like you
getting random spawning happening
playing a random set of audio files
random spawning different prefabs
the finished piece
So, now what…?
Well you’re now able to spawn random sounds and have different prefabs with different sounds and different spawn times, what next?
- Could you turn the SpawnMonger into a prefab?
- Could then make a spawnmonger that spawned spawnmongers?
- Could you set the time of the spawn mongers such that form of piece emerged over time?