09/25 ~ 09/29
This week, we moving forward from last week’s work of learning Wwise and integrating it into our engine, and work on debugging and updating our current MIDI input pipeline.
The previous approach for importing data to game engine through MIDI was that we create a separate muted track to hold all the related information of in the Logic Pro project. This approach have a problem: we cannot be sure that when the music is switched because of the state change, since the music is always looping in the background. So when we are preparing a MIDI file in this way, we cannot be sure about how long the MIDI file should be. Ideally, the music is supposed to be switched whenever the enemy action state changes.
So, we separate the MIDI file into 2-measure-long units to carry the information of critical moment of each skill. The engine side is responsible for deciding , and also calculating the offset time for each skill’s MIDI signal.
MIDI Change from this:
To this:
Although this change brings us unforeseen bugs that we need to fix before moving forward, it is going to make the process of exporting and importing MIDI files from DAW to the game engine much easier if it can work properly.
We also made several updates on our music segments and they are being integrated into our demo. We are trying to change the current way of music playback from looping full music segments to playing back the component of a full music segment (group of music tracks). In this way, we can subtract or add different music tracks on top of the base music so it allows more dynamic control.
According to our original plan, we want to submit this project to GDC , so we also completed and submitted a GDC proposal.
Next week, we plan to finish fixing bugs related to the new MIDI implementation and try to add more enemy behavior. The half presentation is also coming so we might also need to schedule time for preparing it next week.