INTRO
Dark alleys between neon-lit streets; floating cars weaving between endless skyscrapers; mega-corporations enacting lethal enforcement while androids are hidden among the crowds. This is a future made of both dreams and nightmares.
Thank you for purchasing the "Adaptive Sci-Fi: Retrofuturistic Dystopia" Adaptive Music Pack!
This is my first commercial music pack, and the first of an intended series of adaptive sci-fi music packs. These packs are intended to be broad rather than deep, so that developers can maintain a consistent musical landscape from in-game, to menus to trailers.
I hope that you enjoy the music; any feedback is welcome. I wish you the best of luck in whatever project you use this for - and I'd love to hear about it! See the About Me section for contact info and links.
CONTENT
There are 4-5 folders contained in this pack, in addition to engine-specific project folders:
- Adaptive Loops: Contains the looping stems of each track for high flexibility / interactivity.
- Compiled Loops: Contains several pre-built loops for easy "plug-and-play" use.
- Trailer Tracks: Contains tracks intended for use in trailers / promotional material.
Versions of this asset except Unreal Marketplace include:
- FMOD: Contains an FMOD project for all adaptive and menu tracks.
- Assets folder: Contains the non-looping stems of each track for highest flexibility / interactivity.
Unreal Marketplace version includes:
- Adaptive Stems: Contains the non-looping stems of each track for highest flexibility / interactivity.
- Maps: Contains a sample level with all audio instantiated, and a quick demo of functionality.
DESCRIPTION
Overview:
This pack consists of two sets of adaptive & standard music. These sets were composed using a shared set of instrumentation (except for Number 4), and would work well on the same project, but could also each stand on their own.
1: "Electric Alleys" (120 BPM, 4/4)
2: "Unravelling the Simulation" (88 BPM, 4/4)
3: "Critical Malfunction" (144 BPM, 4/4)
4 (Bonus orchestral-only track): "Hero's Stand" (112, 4/4)
Each set was built with the following core pieces of music:
1: Low threat track stem
2: High threat track stem
3: Battle track stem
4: Melody track stems (2 types)
5: Menu track (with possible lead-in)
For "Electric Alleys", "Unravelling the Simulation" and "Critical Malfunction" only:
6: Trailer tracks (2 lengths)
FMOD:
There is an FMOD project for easy integration into game engines. These can be used by developers who would like the music to be highly interactive, but will require setting up associated in-game variables and events. If the developer would like to build their own interactive music system, the project layout can serve as a blueprint for integration via other means.
The FMOD project has the following for each set:
1: Core loop containing 4 continuous parameters:
1.1: Threat (0-2, 0 = Low threat only, 2 = High threat only, 1 = Blend)
1.2: Battle Overlay (0-1, 0 = Silent, 1 = Full Volume)
1.3: Melody 01 (0-1, 0 = Silent, 1 = Full Volume)
1.4: Melody 02 (0-1, 0 = Silent, 1 = Full Volume)
2: Menu - loop point occurs after lead-in, so lead-in will play the first time through only.
Note: FMOD project was created using Version 2.00.16.
FMOD\Assets contains the Adaptive Stems:
If you would like to build your own adaptive take on these tracks (for example, using FMOD or WWise) the files in this folder will provide maximum flexibility.
Adaptive Loops:
If you would like to build your own adaptive take on these tracks without worrying about looping it yourself, the files in this folder will provide maximum flexibility. Versions of the looping menu tracks without lead-ins are available here.
Compiled Loops:
Each set has several pre-compiled loops, where stems have been pre-combined and looped in logical combinations. Each set has 4 of these.
Trailer Tracks:
"Electric Alleys" and "Unravelling the Simulation" each have an associated 2-minute trailer track, and shortened 1-minute trailer track. These overlap with the menu music, to drive further consistency in the final product.
Dark alleys between neon-lit streets; floating cars weaving between endless skyscrapers; mega-corporations enacting lethal enforcement while androids are hidden among the crowds. This is a future made of both dreams and nightmares.
Thank you for purchasing the "Adaptive Sci-Fi: Retrofuturistic Dystopia" Adaptive Music Pack!
This is my first commercial music pack, and the first of an intended series of adaptive sci-fi music packs. These packs are intended to be broad rather than deep, so that developers can maintain a consistent musical landscape from in-game, to menus to trailers.
I hope that you enjoy the music; any feedback is welcome. I wish you the best of luck in whatever project you use this for - and I'd love to hear about it! See the About Me section for contact info and links.
CONTENT
There are 4-5 folders contained in this pack, in addition to engine-specific project folders:
- Adaptive Loops: Contains the looping stems of each track for high flexibility / interactivity.
- Compiled Loops: Contains several pre-built loops for easy "plug-and-play" use.
- Trailer Tracks: Contains tracks intended for use in trailers / promotional material.
Versions of this asset except Unreal Marketplace include:
- FMOD: Contains an FMOD project for all adaptive and menu tracks.
- Assets folder: Contains the non-looping stems of each track for highest flexibility / interactivity.
Unreal Marketplace version includes:
- Adaptive Stems: Contains the non-looping stems of each track for highest flexibility / interactivity.
- Maps: Contains a sample level with all audio instantiated, and a quick demo of functionality.
DESCRIPTION
Overview:
This pack consists of two sets of adaptive & standard music. These sets were composed using a shared set of instrumentation (except for Number 4), and would work well on the same project, but could also each stand on their own.
1: "Electric Alleys" (120 BPM, 4/4)
2: "Unravelling the Simulation" (88 BPM, 4/4)
3: "Critical Malfunction" (144 BPM, 4/4)
4 (Bonus orchestral-only track): "Hero's Stand" (112, 4/4)
Each set was built with the following core pieces of music:
1: Low threat track stem
2: High threat track stem
3: Battle track stem
4: Melody track stems (2 types)
5: Menu track (with possible lead-in)
For "Electric Alleys", "Unravelling the Simulation" and "Critical Malfunction" only:
6: Trailer tracks (2 lengths)
FMOD:
There is an FMOD project for easy integration into game engines. These can be used by developers who would like the music to be highly interactive, but will require setting up associated in-game variables and events. If the developer would like to build their own interactive music system, the project layout can serve as a blueprint for integration via other means.
The FMOD project has the following for each set:
1: Core loop containing 4 continuous parameters:
1.1: Threat (0-2, 0 = Low threat only, 2 = High threat only, 1 = Blend)
1.2: Battle Overlay (0-1, 0 = Silent, 1 = Full Volume)
1.3: Melody 01 (0-1, 0 = Silent, 1 = Full Volume)
1.4: Melody 02 (0-1, 0 = Silent, 1 = Full Volume)
2: Menu - loop point occurs after lead-in, so lead-in will play the first time through only.
Note: FMOD project was created using Version 2.00.16.
FMOD\Assets contains the Adaptive Stems:
If you would like to build your own adaptive take on these tracks (for example, using FMOD or WWise) the files in this folder will provide maximum flexibility.
Adaptive Loops:
If you would like to build your own adaptive take on these tracks without worrying about looping it yourself, the files in this folder will provide maximum flexibility. Versions of the looping menu tracks without lead-ins are available here.
Compiled Loops:
Each set has several pre-compiled loops, where stems have been pre-combined and looped in logical combinations. Each set has 4 of these.
Trailer Tracks:
"Electric Alleys" and "Unravelling the Simulation" each have an associated 2-minute trailer track, and shortened 1-minute trailer track. These overlap with the menu music, to drive further consistency in the final product.