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[AUDIO-MUSIC] Giga Music Pack - the ONLY dynamic/random music generation on the Assetstore

Discussion in 'Assets and Asset Store' started by Marma, Dec 10, 2016.

  1. Marma

    Marma

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    Hi Unity Devs!
    Well, I have published many different music assets for Unity in the past few years, and I though it was finally time to publish a "bundle". :)



    The Giga Music Pack is the only dynamic/random soundtrack generation bundle available on the Unity Assetstore. It features all of my current collection of drag and drop interactive/random soundtrack generation assets via Prefabs which act as triggers.



    In this pack, you will find:

    1- Authentic Early Medieval Ages Music

    2- Authentic Medieval Battle Music

    3- Authentic Sacred Church Music

    4- Horror Electro Music

    5- Interactive Rock

    6- Infinite Happiness

    7- Angels and Demons

    8- Infinite Fantasy

    9- Endless Battle March

    10- Infinite Drums

    11- Desolation

    12- Electro Pack

    13- Synthwave Music Pack

    14- 120 loopable soundtracks in a variety of styles: 8bit/chiptune, fantasy/adventure, rock, orchestral, electro, casual…

    15- over 60 stingers for victory, defeat and many other situations.

    16- As a bonus, over 300 FX and ambiance loops!

    *NEW*
    A LITE version is now available which features the 120 loopable soundtracks.

    I hope you'll enjoy this bundle! Don’t forget to leave a comment and review! ;)
    Sincerely,

    Marma

    www.marmamusic.com
     
    Last edited: Apr 11, 2017
  2. Marma

    Marma

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    BOOOOOOM! My GIGA MUSIC PACK is now available on the Assetstore.
    Unique in it's genre! :D
     
  3. Stevepunk

    Stevepunk

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    Hi Marma,

    Thanks for this system.
    I just saw your medieval pack/system and think it's really great! (I found it in a random asset list)

    I followed it to your youtube channel which doesn't seem to include this latest update.
    Luckily I clicked your name in the asset store.

    I posted a few questions/comments on the video for the medieval pack but I'll repost them here too in case you don't check your channel:

    "This seems like a great system.
    Is it possible to transition from the randomly generated music to a battle theme (perhaps also randomly generated?) and back again?
    Also is it possible to use our own full tracks or instrumental pieces/riffs?


    This system seems like it could work really well with any style.
    Is it possible to customise the block structure for different styles?

    If easily extendable and flexible this system could easily be the go-to base music system for every unity project!
    Quite exciting!

    [Edited when the video reached the ambient section]
    In my opinion, other systems do ambient much better (such as sectr audio), but this is still the best music system I've ever seen (miles better than everloop).
    I would suggest focusing on the music generator in future and building on the flexibility and extensiblity of the base system. Subbed for future updates. Good luck!"


    Now I see you seem to have already used this system for different styles which is great but I was wondering if you could answer the questions I have (in bold)?

    Thanks for the asset and for your time!

    [Edit]
    Also, synthwave is very popular at the moment (thanks to Stranger Things and others).
    It has (thankfully) replaced dubstep as the go-to style (I don't mind dubstep but I don't want to hear it everywhere - synth is much easier on the ears).
     
  4. Marma

    Marma

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    Hi @Cereal_Killa thanks a lot for the feedback!
    I checked the Sectr Audio Asset, indeed, it's waaaaaaaay more complex than what I provide...
    I really focus my work on music, so the "ambiant" stuff is basically just randomized ambiant music.
    The interactive parts are linked to action or events in the gameplay. :)
    They especially seem to be focused on sound FX and background sounds like wind, forest leaves...
    I don't really get into all that. All my "ambiant" sounds are musical in nature (at least most of them).
    I also checked out the "synthwave" music. I've actually released something similar for my "Electro Horror" asset focused solely on "horror" games... (see video below) But it might be a good idea to release a more "generic" synthwave asset! :D


    As regards all your questions, I made a video which I will add to the GIGA PACK description, I think it makes things easier... ;)
    You can of course use any other music you purchase, but you'll have to integrate it manually. What I mean is that the prefabs allow you to start/stop the different random/interactive music. So you simply make the Prefab based music "stop" whenever you want, and then start playing the music of your choice via scripting.
    You "could" in theory replace the different samples in the folders used to generate random music with your own, if you use the same length and tempo and keep the number of samples the same, but I wouldn't advise it since... :p

     
  5. Stevepunk

    Stevepunk

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    Thanks for the reply!

    After watching the video you don't seem to have mentioned the random system that was present in the Early Medieval video. This was the system that I was most interested in in that you could set blocks of instruments to start and stop at certain times within unity and the system would pick the samples randomly from a selection/type/folder for each block/type (similar to your dog example above).
    So you could have several drum recordings and it would choose one per track (at least that was my understanding).

    So my question was is this random system is not extensible or it can be extended via code?
    It would be nice to be able to drag and drop inside the unity UI or add new folders (or add new items to folders) rather than having to throw away or overwrite everything you've already done. eg. If I wanted a randomised horror soundtrack and wanted to use your loops but also add my own and have the system crossfade or start/stop the different sounds based upon the block structure.

    Having horror stingers activated via fixed triggers is only effective the first time they're activated and become weird once the player discovers the trigger locations (also in terms of switching between pre-recorded loops in your medieval giga demo above, a crossfade would sound better in my opinion).

    Can the other packs also run on the random system or can you only activate them via triggers or code?

    It would be nice if you had this random system as a base that is built upon or added to with each of the new updates/addons and could easily be added to with custom tracks as I don't desire to program a procedural music program from scratch and your solution seems to be the most feature rich (again compared to everloop which just randomly picks from a selection of ambient music tracks of varying lengths and plays them together to create an infinite soundtrack that never repeats but sounds samey until new instruments are faded in/out).

    I thought you were offering a procedural music system that could be modified/customised/added to that would support multiple genres, hence my excitement, but perhaps I misunderstood what you were offering.




    Not sure if dog is the right word but this is what I envisioned with the samples being randomly selected from the folder of their type as per your above graphic.
     
  6. Marma

    Marma

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    Hi!
    Well, my concept is a little different indeed.
    Music does not work well with complete randomness and interactivity.
    For "full" flexibility, then the everloop asset works best since you can easily just drop another custom sample into the mix as long as it's composed in a similar manner to the other ones and in the same key, it will blend in easily.
    My asset is a lot more complex. The idea was to create music which sounds like a regular pre-composed soundtrack but which is in reality reassembled using a random set of samples. On top of that, you have a certain level of interactivity depending on the music style.
    My code is not very flexible because I customize the code for every single music style! :p
    As you have rightfully noted, in the "electro" asset, the samples simply play in a loop and are faded in and out (the first video that I attached above). In the "medieval music" from which your screenshot comes, the song structures are precomposed in code (for instance, on measure one, play the flute and drums, on measure 5 play the drums and horns) so that it sounds like an actual live band. There are several song structures which are chosen at random as well so you never have the same song structure and the same combination of samples twice. The transitions are not fade in/fade out, except when you ask for the music to stop, because it is meant to emulate a "real" live band, so the music stops at a natural "breaking point" (the end of a melody/loop usually). :)

    In terms of flexibility, I did not provide any type of UI to drag/drop custom samples.
    The code fetches the samples directly in the folders and assigns them to arrays.
    If you replace all samples with your custom samples, it will probably sound weird because the samples might not have the same length or will be played within a song structure which will sound strange.
    For the flexibility you require, the best solution is probably FMOD, Elias or Psai. The only thing is, I'm one of the only developers on Unity which does random/interactive music using Unity's native audio engine, which means that you get the source code which you can modify if you choose.

    I would also point out that since I use Unity's audio mixer, if you prefer transitions which are based on fade in/out rather than the preprogrammed transitions, it's easy to do using the audio mixer. Simply fade out the audio mixer's "master" volume and stop the music once the volume has reached -80.0f. ;)

    If you look at all the other videos of my assets, you will see that I developed custom solutions for each of them depending on the music style. For Rock music, the samples include precomposed loops with all the layers (bass, drums, guitar) and are played at random, for the Angels and Demons pack, the solution is simply to cross-fade between precomposed songs to modify the intensity, for the Endless Battle March asset, all layers are exported seperatly and recomposed in code so you get waaaaay more randomness... Each music style has it's own limits in terms of what you can or cannot do to ensure that it sounds good, so I tailored my script to fit each... :D
     
  7. Marma

    Marma

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    Hi guys! Just to let you know, the GIGA PACK has been updated with the latest "Infinite Drums" version, now including a whole new set of samples. I have also solved a number of bugs in the Medieval music assets and the Infinite Fantasy asset. :)
     
  8. Marma

    Marma

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    Hi @Cereal_Killa
    I've thought about your suggestions and I started working on a new project: interactive synthwave.
    Perhaps this will come closer to the asset you were looking for...
    I am trying to create a script that allows for great customization in the music/samples you can play and create a universal trigger system that is fully customizable.

    Have a look at this thread: https://forum.unity3d.com/threads/music-interactive-synthwave-initial-demo.451271/
    Let me know what you think! ;)
     
  9. Stevepunk

    Stevepunk

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    Shows promise. See my comments in that thread.
    I can't wait to see where this goes..
     
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  10. Marma

    Marma

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    Just updated the Giga Music Pack with the Electro Pack: 8 fully loopable electro tracks!
    Getting more and more value for money! :cool:
     
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  11. Marma

    Marma

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    Massive update on the way, about 20 fresh new tracks and an update to the Electro Pack: now with 7 fully customizable interactive tracks based on the original loops! ;)
    It's growing! :D
     
  12. Marma

    Marma

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    Giga Music Pack now updated!
    Over 1.8gb of music, 102 loopable tracks... Easily the biggest music pack on the Unity Assetstore! :)
    And it's still gonna get bigger... :p
     
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  13. Marma

    Marma

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    As promised, the Giga Pack is GROWING! :eek:
    Now 1.9gb of music with the addition of the Synthwave Music Pack!
    Soon it will be at a nice 2gb...
    I'm working on the next asset for Unity, it's gonna be an interactive orchestral asset but shhhhhh, it's still under wraps! ;)
     
  14. Marma

    Marma

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  15. Marma

    Marma

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  16. RonnyDance

    RonnyDance

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    Hi Marma,
    I just found this big collection and I am really impressed. First of all about all the different packs you created and added to this Giga Pack. Really awesome. Second I really like the idea of the trigger prefabs and creating dynamic / random music so it never really gets boring. This is pretty unique in my opinion.

    I just saw one comment of a really happy customer and I asked myself a similar question:
    How does you Pack work in Massive Multiplayer games where hundreds of users walk through the world and active triggers? Performancewise this shouldn't be a problem? Did you test the trigger effect with Multiplayer Games? How is the synchronisation?

    Just asking because I am working on a MMO and your asset - specially your sounds - would fit perfectly.

    Cheers
    Ronny
     
  17. Marma

    Marma

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    Hi Ronny,
    Thanks for your interest.
    I'm not a specialist in code, I know the basics with Unity, but here is how I would see it.
    The music should not be generated in a "centralized" manner and synchronized for all players, but generated directly inside the game they run on their computer, locally. This means the user has to download the audio files into his computer, and the music will be generated from his computer based on the triggers he/she walks through inside the MMO game. So the performance should be the same as for a self-contained game... :)
    But best check with specialists..
    Sincerely,
    Marma ;)
     
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  18. hopeful

    hopeful

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    I think it works just like any audio, in terms of networking. Players can hear music that is synced across the network by using network events (which can include events to start new clips in the mixer, to play continuous music), or each client can play music based on local settings, and thus each player hears music independently of one another. You could do both, too, where a global music event can occur (like a cutscene), and when that event isn't in control, then local musical events take over.

    The individual music clips that make up the "endless music" can be either distributed with the initial download of the game, or they can be streamed from the server on demand using asset bundles (which then puts the clips in a cache).
     
    Last edited: Apr 21, 2017
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  19. RonnyDance

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    Thanks a lot @Marma and as always @hopeful.

    Gonna purchase the asset this week. The Church and Angel / Demons sounds are so superb...
    I am wondering that I never saw this Pack before.

    @hopeful
    I also saw that you did a review for another big Sound pack which I also had in mind (Ultimate Game Music Collection). But this one here is gonna make it for the beginning :)
     
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  20. Marma

    Marma

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    @RonnyDance
    Thanks for your trust! You know how it is... if you're not on the first page, you're buried under the mass of daily submissions to the assetstore. In any case, if you have any questions/comments, feel free to let me know and I will try to help! If you could leave a review, that would also be terrific! :)

    @hopeful yes, as always, thanks so much for your help! Maybe you should change your nickname to @helpful! :D
     
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  21. hopeful

    hopeful

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    I've been in the asset store a lot over the years, and the music selections used to be so slim back in 2013-2014 that I played the samples for everything multiple times. The guy who does the UGM Collection was one of the early composers in the store, and one of the best. His pack does provide a super deal, and he has a free asset (I think it is still there) that does a dynamic music thing in a way that is a little different from how Marma does it. Maybe the music he provides for that approach would work for you (there's only two selections), or not, but it's another source of free music scripts that might help your project.

    Nowadays the amount of music in the asset store is somewhat overwhelming. A lot of it is not especially useful for games, except as straight shot clips that don't even loop. Marma's music is good for games, especially if the "endless music" and "adjustable intensity" bit works well for your game concept, and he's published in a lot of different genres ... possibly more genres than any other composer in the store. I agree with you that the church organ music and the Angel / Demons are great, and I particularly like the Demon music. ;)
     
    Last edited: Apr 21, 2017
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  22. Mohamed-Anis

    Mohamed-Anis

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    @Marma just bought it less than 2 days back and on the whole it's pretty good :). Can I check if the use of Resources folder for some of the music will increase the size of the build even if I use only a few audio from the package?

    I was looking at https://docs.unity3d.com/Manual/ReducingFilesize.html and there's this line:
    The headers normally make very little difference to Asset size, but the value might be large if you have numerous large Assets in the Resources folder.
    So got curious since 1.3GB of audio seems to be on Resources folder. I'm thinking of renaming them but concerned it might break stuff. Also note that for mobile adding it all in might not be a good idea.

    Just did a test with and without importing Giga Music Pack (didn't use any of the audio on my own scenes);
    Without Giga Music Pack: ~326MB
    With Giga Music Pack:: ~1.04GB

    Do let me know if I can do something about this thanks!
     
  23. Marma

    Marma

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    Hi @Mohamed-Anis !
    Thanks for your interest! :)
    I would definitely not copy the entire giga music pack folder into any of your projects. What I had in mind, is that you select which one of the 14 interactive music packs you want to include into your game (for instance, the "infinite fantasy" or the "infinite drums"...) and you copy/paste it into your asset folder in your project. I can make a short video explaining how that would work if you want. ;) If you check the first video where I explain how it works, I click on a folder inside my project called "Music", and there, I only have some of the Interactive audio packs. You can delete the ones you don't need and only keep the "Medieval" one, or the "Infinite Fantasy", depending on your needs. But the best solution is to import the whole Giga Music Pack into a standalone project, and then copy the individual folder of the interactive pack you want into your game's project asset folder.

    You are right in pointing out that if you start deleting things from the Resources folder, it might break the script. The idea behind the "interactive music" assets is that you get fully interactive and in many cases, also randomly generated music in one pack! And since the samples are all chopped up and reassembled by script, you get a relatively small sized audio footprint but it feels like you have 1gb or more music since it's reassembled and sounds like an infinite amount of new soundtracks... Take the Authentic Early Medieval Ages Music pack: its size is 120 mb, but it can generate a nearly infinite number of medieval folk tunes which sound original! And 120mb of compressed audio is like 10 good quality 4 minute loops... :p The Infinite Drums weights 85mb, yet again, you can generate 6 distinctly different tracks randomly, which sound unique.

    If you are too concerned about the size of the interactive music or do not intend to use the built in interactive music scripts, than you can also go into the "non interactive" folder and there, simply pick and choose the tracks that you want to use. I have tried to include "extracts" from the interactive audio as standalone loops for those who don't need the "interactivity"... You can then simply copy/paste the music you want into your project and use it freely.

    I hope this helps, don't hesitate to let me know if you need any help!
    Sincerely,
    Marma

    PS: thanks a million for taking the time to drop a review! Do you think I should add the explanation above to the README file?
     
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  24. hopeful

    hopeful

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    Yes. New users are likely to need basic information about how to use it.
     
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  25. Mohamed-Anis

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    @Marma no worries. Writing a review is the least I could do :). After listening to the music (mostly on soundcloud) I wanted to pick up the pack. TBH I'm unsure how useful a README will be. Unlike a scripting package, I doubt many people will be looking for a readme for an audio or 3d model package (admittedly Giga Music pack isn't exactly just an audio package). But it's certainly worth a shot :)

    Thank you for creating it!
     
  26. Marma

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    @Mohamed-Anis Ok, thanks for your insight!
    Then hopefully they will check this thread or if they have any issues, get in touch... I'm usually quite responsive.. :D
    Let me know if you have any issues using the individual interactive music packs!
    Sincerely,
    Marma :)
     
  27. RonnyDance

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    I am with @hopeful here. The more information the better. Since this pack is not only a collection of music files and comes with scripts it makes more sense to add a how to readme etc.
     
  28. Mohamed-Anis

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    @Marma no complains about the music.. only the resources folder makes me sad :(
     
  29. hopeful

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    I'm not sure why it would make you sad, so I wonder if there is a misunderstanding of some sort.

    When you are making a game you keep the music you want to use for the game in the resource folder, and the rest of the music can be deleted.

    Also, if you know in advance which music you want to use, uncheck the boxes for the music you don't want when you are importing the Giga pack. That way the unnecessary music isn't even imported into your project.

    This is a very typical situation in development. Like, if you download an art asset from the store, you may not need all of the meshes or textures in your project, so you delete them from the project files.
     
  30. Marma

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    @Mohamed-Anis Oups.. Can you be more specific? I'm sure I can help! :)
     
  31. Mohamed-Anis

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    @Marma no worries... the specific issue is what I mentioned above. Wasn't following up on this thread since no complains.. just that I'm not using your scripts for playing music and hence the use of resource folder makes me sad.. I'll clean it up before release :)
     
  32. Mohamed-Anis

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    @hopeful during development I don't know what music I'll exactly need.. so I just keep all the music around.. when I want to hunt for music I know it's already been imported into the project.. so all I have to do is go to the corresponding folder and listen to audio to find the one that suits my needs best.

    The alternative (that I can think of) would be to keep a separate project will all the assets will all the folders imported. Than I hunt for the audio that I want in this new project and import the corresponding mp3/wav into my "real project".. feels unnecessary as I suspect the Unity app builders will strip out unused assets.. so figured just dump everything onto a single project and work from there.

    If there's a better alternative to this do share as I'm open to trying new things if it optimizes the workflow :)
     
  33. hopeful

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    That's a common workflow. If you were making a very small game you could maybe do it another way, but a game of medium to large size ... I think it always needs multiple projects in a pipeline that results in a final project.
     
  34. Marma

    Marma

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    @Mohamed-Anis Hi!
    I saw that you already responded to hopeful...
    Indeed, that's the way I envisaged the asset to work: let people test the various interactive music packs in a separate project, and then copy/paste only the ones you would use in your game.. :p

    The thing is, I'm not sure there is another way around this... The "resources" folder is an absolute necessity in order to easily load and play multiple audio files to create interactive music...

    In any case, let me know if you have a problem with one of the interactive music packs, I'll be glad to help! :)
     
  35. hopeful

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    You probably know this, but it's not just your music pack. There are many assets in the store that have a 1-3G size. There's no way to get them all in a single project; it's just too big. Like, I have a particle pack that's over 1G, and I would use some of the FX from it in conjunction with other particle packs. I have packs for modern city buildings, where I would use this building and that texture from one pack, and so on from other packs, and each of the building packs are 1G+. And I have well over 10G of audio. The Unity editor would faint if I tried to load all of these things at the same time.

    It's just not practical to load everything you might use during the development cycle into a single project. This is something that they don't really cover in the tutorials, but you come up against it pretty quick when you start to make your game. We all have to break things up into sections, so you do your audio here, your particle effects there, your level map in yet another project, and so on, and then export all the things you're actually going to use and bring them together in your final game project.

    It's just the nature of the beast.
     
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  36. Mohamed-Anis

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    @hopeful mmm... unsure what you mean by "Unity editor would faint if I tried to load all of these things at the same time".. Currently my Assets folder is at 19.3GB and Unity editor has no noticeable lag opening the scene (think a couple of seconds on an samsung 850 evo SSD). Also haven't seen Unity using a lot more ram due to the large(?) Assets folder size.

    That being said if it does slow down will consider splitting it up into multiple projects (unless there's a better way!) :)
     
  37. Mohamed-Anis

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    No real complaints! Thanks for making the asset and hope you continue making more!
     
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  38. Marma

    Marma

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  39. Marma

    Marma

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  40. Marma

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    The pack has been updated with 10 new standalone tracks and especially a brand new set of samples for the Medieval music and a new script which is even more flexible in generating random tracks! :cool: