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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
18th October, 2012 at 18/10/2012 16:43:58 -

Maybe I'm being silly, but I'm not seeing an option for music (or in my case, a "sample") to fade in and fade out gradually. Is there a way to achieve this in MMF2?

 
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s-m-r

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Candle
18th October, 2012 at 18/10/2012 16:53:34 -

I think if you play specific samples on specific Channels, you can control the volume of said Channel individually. I think the scale goes from 0 to 100, with the higher the number, the louder the Channel/sample.

It's useful if you have samples recorded from different sources, and the mix is inconsistent.

 
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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
18th October, 2012 at 18/10/2012 21:21:17 -

Ah, I see. So it'd be something like every few milliseconds you'd reduce the number from 100 down to 0?

I've actually been wondering about something else related to audio in MMF - Is it possible to have two pieces of music for say a cave, and as you drop down deeper into the cave, the first piece of music quiets down and the second piece starts to play, in relation to how far through the first audio track was?

This isn't something I'm stuck with for now, but I thought it could be a nice idea for a future project.

 
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lembi2001



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VIP MemberIt's-a me, Mario!Wii OwnerI like Aliens!Has Donated, Thank You!PS3 OwnerI am an April Fool
19th October, 2012 at 19/10/2012 11:09:49 -

Could you not have them both playing side by side on seperate channels, then have a number of triggers throughout the cave that control the volume level?

for example

Trigger 1 is active set track 1 to 75% and 2 to 25%
Trigger 2 is active set track 1 to 50% and 2 to 50% an trigger 1 off
etc.


 
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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
19th October, 2012 at 19/10/2012 18:09:31 -

Ah, so that's what the channels are for? I'm not well up on audio, and thought that it was for left/right stereo or something. Thanks Lembi.

 
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