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Latest update [December 3, 2012]:
MusicBox PRO is ON SALE NOW! 80% OFF!
Update [November 6, 2012]:
I'm collecting feature requests for the next version of MusicBox PRO, so if you have one, make sure I know about it!
Update [October 30, 2012]:
MusicBox PRO 1.1 is released! It includes some API changes and a demo scene which
shows an example of in-game track controls and dynamic tracklist initialization from the folder.
MusicBox PRO 1.1 now also includes 10 beautiful music tracks
from the great fantasy composer Mattias Westlund![/COLOR]
Hey there, fellow developers!
While I was working on my new game project, I was looking for a good music player in
asset store for easy music management. But, sadly, there were no music players which
had all of the features that I needed. So, I've decided to write one myself. No sooner said
than doneLet me introduce my new asset for music management:
MusicBox PRO 1.1
MusicBox PRO is a handy music player for easy integration into your game projects.
It is written in C# with a nice set of features, such as:
1. Tracks shuffling
2. User-friendly interface
3. Unity & Unity Pro (versions 3.5 & 4) support
4. Tracks crossfading with configurable fade time
5. Multiple playlists and MusicBox instances support
P.S. I hope that you'll find it useful, guys
P.P.S I've attached the MusicBox PRO API Reference, so you could see all of it's public methods and properties.
Last edited by slmgc; 12-04-2012 at 12:52 PM.
Very interesting! Does this have an in game UI for the end user to switch tracks and adjust settings like volume skip track etc? Is it possible to have multpal music lists to create an in game radio station for example? Great work hope you'll continue to expand this!
Nope, it doesn't have an in-game UI for changing settings, but it has an API, so anyone could implement any kind of UI with a little bit of scripting.
Yes, you can have multiple tracklists (it's a plain List<AudioClip> after all) and switch them on the fly. Or you can have multiple MusicBoxes and activate either one of them when you need it.
I've decided to attach the MusicBox's API Reference to my post, you should check it out.
Thanks, I already have some ideas, so be sure I'll do![]()
looks very nice! i'm new to unity3d and i've got a question... i don't know c#, but i do know javascript, can i use musicbox with my game in javascript and how hard would it be to integrate?
Thanks!
Sure, you can mix assets written in any programming language supported by Unity, be it Javascript or C#. You just need to import MusicBox into your project and drag and drop the script named MusicBox onto a gameobject. That's it!![]()
oh cool! looks like you'll get my $10 soon lol
I've submitted for review a new version of MusicBox PRO with an example scene which shows how to initialize tracklist from the folder in run-time and also shows an example of in-game track controls. I'll update the thread as soon as the asset will be updated.
MusicBox PRO 1.1 is released! It includes some API changes and a demo scene which shows an example of in-game track controls and dynamic tracklist initialization from the folder.
MusicBox PRO 1.1 now also includes 10 beautiful music tracks from the great fantasy composer Mattias Westlund!
I've tested MusicBox PRO with Unity 4, so it is official now: MusicBox PRO works nicely with both Unity 3.5 & Unity 4!
Hi!
I'm collecting feature requests for the next version of MusicBox PRO, so if you have one, make sure I know about it!![]()
The thread's title has been updated.
a bpm counter and api for mixing tracks based on time or beats (And continuing support of such features) and you got my money. Maybe a bit much to ask but seriously useful for dynamic soundtracks
I've never intended to turn MusicBox PRO into a sound processing monster and
implementing a bpm counter would require to solve quite a few problems (IMHO):
1. Fast bpm detecting algorithms work quite fine with primitive trance-like looping tunes, but
they won't help with complex orchestral soundtracks (even non-complex rock-like music)
and soundtracks with a non-constant bpm.
2. You can't mix a pair of soundtracks smoothly if they aren't at the same bpm without
bringing the tempo up or down. And if the both soundtracks are at the same bpm you
don't really need a bpm counter to mix them smoothly.
3. Bpm-detecting algorithm requires pre-loading quite a part of the both soundtracks you want
to mix into the memory, so it won't help with the streaming music and would raise the memory
requirements which is not a good point for mobile platforms.
4. Using a dynamic, non-predefined tracklist (generated at runtime) would require to detect each
track's bpm at runtime which is also not good for mobiles.
5. Solving most of the above problems would raise the price tag, much higher than needed, without
bringing much benefit to the average user.
What kind of music do you want to mix? Is it a battle music, which should begin at the battle's start
then the looping sequence should be played until the end of the battle, then the ending part of the
battle track should be played (like it was implemented in Baldur's Gate and Planescape: Torment)?
If you could describe the problem you want to solve, then maybe I could look into it and find an
appropriate solution or somehow extend MusicBox PRO.
Last edited by slmgc; 11-07-2012 at 01:56 AM.
Basically i'd be using music with strong beats, bpm counters are as you say just about pointless for songs without strong percussion, i have the Visualizer studio asset which is excellent but a little overmuch for just this particular need. As much game music tends to be dancy, beat-driven music (And particularly mine) i would love the ability to manipulate it based around its percussion, splitting it into beats, bars, sequences etc, mixing a song or from a choice of songs you know as having the same tempo at some point, or even a completely abrupt crossfade or stop/start that stays in time with the beat by knowing if its on a beat or wether it should wait for the end of a bar and so on.
My music tends to have beats whatever its tempo or mood, i've just been thnking about mixing it in some form as my ambitions for a game's scope is expanding and VS is the only asset as far as i can see to let you analyse sound and work with it like this, and it doesnt (its not in the scope of the product) to organise sets of music
I'm just being lazy i suppose, i could probably do this using VS but it would be nice for a faster cleaner option for just this
Thanks, I'll look into solving this problem with mixing tracks using their bpm and I will try to integrate a solution (if I'll find any) based on a fast and simple algorithm, but it won't happen anytime soon. I don't want to let you down, but it looks like using the Visualizer asset is your only suitable solution at the moment.As much game music tends to be dancy, beat-driven music (And particularly mine) i would love the ability to manipulate it based around its percussion, splitting it into beats, bars, sequences etc, mixing a song or from a choice of songs you know as having the same tempo at some point, or even a completely abrupt crossfade or stop/start that stays in time with the beat by knowing if its on a beat or wether it should wait for the end of a bar and so on.
Last edited by slmgc; 11-08-2012 at 03:36 PM.
No problem, as always just throwing stuff into the pot!
MusicBox PRO is ON SALE NOW! 80% OFF!
Bump. Don't miss it out!![]()