"Dynamic" sound transition system idea

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Hey,
to keep it short, I believe the current implementation of sound transitions (between travel, combat, mission-specific,...) in the current engines and design workflows is to swiftly fade the current track and boost in the other.

It can be seen e.g.: here:
at the very beginning (about 8th second in, just as Geralt attacks the bandit)

I guess it's fine as it is, but just to add to the pile - my random idea of what can be done to make it more natural is to switch the tracks based on gameplay actions, so e.g.:
- as Geralt pulls a sword out, it somehow uses this iron-ish sound to start (/resonate to,...) the track
- if Geralt approaches some group of monsters, it could use the monster's roars as the beginning of the combat track
- ...

Example for cyberpunk can be e.g. this:
Once again, the music fades in as V gets out of the lift.
The music is kind of a beat, so maybe it could be synchronized to V's breathing or heartbeat, pulling out or loading the gun, hacking and opening the door, the lift going up and/or opening the door,...

The general idea is to make such transitions kind of cinematic and responsive...
 
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