Thanks for all the comments, I'm starting my internship with dSonic (ha ha, what a coincidence) doing adaptive audio for media next week! Guess going all out on a college assignment isn't all that bad.
@r543Blitzsonic You really could have asked on IRC :P But sure I'll IRCPM you the source material. It's not just one intro and one loop though, each section is made up of quite a few loops.
I like this video a lot, because it represents what I value most out of the modern Sonic games. It's about going fast at it's most basic level. But even more than that, this is about freedom. Not just freedom in a video game environment, but freedom in how one chooses to live his (or her) life.
This is a really cool idea, but the editing showcases a best-case scenario for the musical transitions, especially from Wild to Cool and vice versa. In practice, unless you're making the transition points extremely close together, wouldn't it be more effective to crossfade between two tracks loaded into memory at the same time and leave the pre-appointed segment transitions exclusively for moving between level sections?
I would really like to see Sega start using this technique. I personally think the boosting changing the sound of the music in Unleashed/Generations was a good idea, just not well executed.
Incidentally, did you make the song used in this video? If not, where is it from? I quite like it.
@CCrockyourass For this particular video, I recorded with music off, then essentially ran Wwise and manipulated the parameters I set up in real-time. In an actual game development scenario, Wwise creates code that can be called by the game engine the same way I used the sandbox parameters. Obviously, I don't have the source to Sonic Unleashed, though. :P
This is a fantastic idea. I could really see Jun Senoue working this in and executing it with flying colors. However, my main concern, and this WILL happen, is how would you handle this kind of music when players manage to sequence break through the stage and exploit insane shortcuts that weren't intended to be done, just like the speed runs you see skilled folks upload for Generations? Potentially skipping out many portioned tracks. I know not everyone will do that, but needs to be pointed out.
@SetnaroX The trigger points really could be made to cover entire sections of level rather than a single point, in which case the music would swap as fast as it could. Or failing that, the music could be perpetually stuck in the previous section, which would be akin to sections of level not visually loading which is common in glitch shortcuts. :]
I'd personally do the latter, as it would make for a more enjoyable video of the run, but I am very pro-sequence break (without intentionally allowing them, obviously).
I noticed when you were jumping before the huge rail, by pressing buttons, it didn't move onto the final part of the build up until the previous part had finished its last loop. Does that mean that if you started at the start of a loop when you got to the point there, that it wouldn't have the loud part as soon as you land on the rail?
@KeeperoftheRing Correct, all the transitions play to the end of the current phrase before swapping over. That's why that section has the extremely short 2-bar loops. It's -+1 second give or take. The 'impact' of the guitar solo kicking in actually works pretty well even when going through rainbow rings (early) or conversely, if it's slightly late drum roll instead plays on through the camera swing.
@baldfalk Hmm, well the whole idea of that sounds amazing, I wish I could play sonic games without all the awesome music being too quiet. If only it was feasible to get a download. D:
You know, it's stuff like this that makes you want to do well in levels also. Try and listen to a sad song and you'll do poorly, but super, kickbutt song like this and you just get pumped and knowing that the music is kicking because your kicking is just....KICKING! *can cans*
Hey just a friendly suggestion. If this is truly a demo that is to be used in your portfolio for resumes..... maybe not use words like "retarded" just saying.
@Blargenth It's one thing to avoid racial slurs out of respect for people who actually get seriously offended by them (I'm not one of them) but retarded people actually do retarded things. So do people who have downs, and so on and so forth. It's just a fact of life. I'm extremely frank by nature and probably wouldn't last long working at a place or under/with people who took offense to a term that is pretty much a modern commonly used, semi-serious slang adjective. so yeah.
Did I also mention how incredible the music piece itself is? Especially the rockin' guitar track. Love the solo at the top of the tower, and this whole concept of interactive music just blows my mind, and I wish SEGA would try it. I think you should pitch this idea to SEGA, it's worth trying.
This is such an amazing song and idea. I wish SEGA would do something like this. Also, did you design the changes in music around prerecorded footage or is it automatic?
@KatamariParadox For class, we had to basically present our Wwise project, in Wwise. The footage was something you did seperately. In terms of planning the song, I basically did a speedrun (without any glitches or QSS) to get a rough idea on how long each section of the music should typically be for no repeats on a good run. (Of course, times still vary a lot so it's just a guideline really)
It's built in such a way that it should be seamless regardless of if a person takes 4m or 15m to finish
@shaddowkarate There uh... isn't much to go by on the night stages, not to mention entering/exiting combat is extremely hard to time. For that kind of gameflow I think what Sega did is pretty much spot on in terms of interactivity. (The combat music has 4 different start points)
I might do other stuff not within the confines of an assignment though, i.e. actual remixes instead of original music. We'll see how much free time I actually have. ;p
I think Generations actually does a good job with this. It may be kind of hard to notice, but it actually changes the music when Sonic hits top speed, rather than when he's boosting (Boosting, of course, immediately taking you to top speed). It doesn't drown out part of the music like Generations did either, it just increases the tempo.
Having a modular track for different locations in the level, as well as for if you're doing well or doing badly, would add to that very nicely, though.
@Shadowlyger Generations only had two levels that did this. And the boost high-pass effect is still there. :(
Regardless, the fact that there's -some- interactivity in its music shows that their sound team is willing to experiment, and I'm looking forward to seeing what they do with the music in future games.
This is amazing man! I gotta agree with u, while I understand why the filtering is implemented when boosting, it definitely gets in the way of the music. Especially on levels like Rooftop Run and Planet Wisp, where the music is just briliant! And frankly, the music in Sonic games are one of the reasons I'm still a fan after all these years, and I find that the filtering effect really takes away from that. I really hope SEGA looks at this, because this would be perfect for a future Sonic game!
pretty much the drum build before the solo by the platforming section is pretty muh my favorite part of the song. it builds the exhileration, the rush, the adrenline the point where it explodes, aka the solo.
Exemplary sound design is often ignored in games because it can't easily be conveyed in screenshots or teasers. I just hope that you and others with your vision find your way to the top of the industry. I know you can change things for the better. :)
Please, go get hired by SEGA, and do all the music in level design for them. PLEASE. The way you do it gives that pumped up feeling or the "I gotta do better next time" feeling, not just a continuous track throughout the level. :P
really interesting video. my only comment would be to maybe not lowpass quite as harshly on the tunnel section or work on a smoother slower filter transition. Other then that, loved your justification and really intriguing to see it all in action as a wannabe game composer myself.
@MajorMcVideoTube I would but my circle of industry contacts are all within the western industry. (Like... west-western, which doesn't include SEGA America :( )
And to be honest, while I won't deny it's definitely one of my pipe dreams, this is a college project, not a proposal ;p I wouldn't really deign to tell people how to make their games.
@baldfalk Still! pushing this type of thing into the industry could do wonders for it musically - Sonic already has one of the best scores of any platforming game (IMO, of course) and stuff liek this really emphasizes the atmosphere of the game!
Hell, I've bee thinking of something like this for a while now (though less complicated), but I'm not technically proficient enough to make anything of the sort.
@MajorMcVideoTube Who said that boost crappy filtering was made by Senoue? Say Hello and Thanks to SU sound team that killed music in a game.
Even so, go to the early SG Modern Green Hill Zone gameplay and see (and listen) that music was made on similiar type, also it changed nearby to level end. But SEGA cant support good ideas - its was not traditional to Unleashed and Colors boost, so we get the same shit.
@Mazgid While you're absolutely right that Senoue probably had no say over the sound design (as to composition, of which he was marginally involved in for Unleashed anyway) GHZ Act 2 (and SHZ Act 2) crossfades between two tracks based on your speed. It didn't change solely based on being near to level end.
That aside, saying SEGA can't support good ideas just makes you look like you're bashing just to bash. We wouldn't have Taxman's Sonic CD remake if that were the case.
@baldfalk I dont really think that Taxman could made remake if he wasnt wish to work on Sega. So he's dream come true, Im really happy for him and community.
But talking about GHZ and SSZ (did you originally meant Speed Highway?) when Sonic speed ups you cant hear normal fast track, because of filtering. You know, its not too clever . At least Senoue had an idea.
@baldfalk eeehm i neever heard any Seaside Hill zone speed-ups. You mean that idea to use Sea Palace theme in one track? Pitty, but it wont change because of level progression.
@Mazgid I sequenced/programmed/played/mixed/edited/etc the vast majority of the music myself. A couple of college mates played to fulfill requirements of the assignment (They're all kickass players, don't get me wrong - I'm just the type of guy who likes to do everything myself for these kinds of projects); full credits and who played what are in the soundcloud links in description.
An absolutely spectacular project. Game companies need to take advantage of this kind of thing. Music is so important for setting up a scene and can make something truly memorable.
Hopefully the guys at Reddit will like this. Fantastic idea, get this idea into the industry after college and I will buy whatever game you're apart of.
Did you compose this music? It's pretty nice. The system here vaguely reminds me of NiGHTS on the Saturn, which had a similar-but-different system where in the background of each level was this society of neutral A.I. NPCs, and depending on how you treated them (killed them or helped them procreate), the "mood" of the background music for that level would change. There were 5 variations on each song in the game.
Sonic Generations has the same sort of idea but not as much effort. when you boost you can sometimes notice the drums being faster paced. and some other stuff I think. I play custom music too much to remember.
This is really really well done. Like, Sega should adopt this concept. Also, this remix itself is really well done and the fact that you not only made this amazing sounding work but also mixed it and made it change throughout the level is incredible.
Also, I'd say sonic unleashed isn't a bad bad game, just the werewolf parts.
Just a note, not to this depth, but Sonic Heroes actually did something like this. I noticed it in a few stages, but it mostly stuck out to me in Mystic Mansion, where a part of the song will loop until you enter a certain part of a stage and then the music will continue to the next part. They set it in that stage so the music will be at it's more jazzy parts when fighting enemies, and then play the catchiest and most intense part when you get to the car driving sections.
@AestheticGamer Yeah I just checked it out. It's amazing considering how old that game is! I wonder why SEGA didn't develop on that concept more! It works so well.
3:39 - "And that's your grade on this project too. ^_^"
"WHAT?"
Kidding. Seriously though, it's stuff like this that keeps gaming going. It's funny; I was reading an interview with Richard Jacques a while back and he mentioned interactive layered soundtracks, and though I'm not familiar with music terminology, this is what came to mind. I thought it was cool how generations handled it, but this is definitely that taken to another level. Very impressive stuff.
Well done! Having music change due to performance and environment is something that is always key to setting the mood. It's a great idea, hopefully one we see more of in the future.
Oh, and by the way, would it actually be possible to implement your system into the game itself, or were you just working off of pre-recorded footage?
This is bloody amazing. I honestly have never seen this sort of interactivity in music done since the original Banjo-Kazooie games. To compose a memorable theme AND add interactivity to it takes a crapload of work, and this guy just freaking showed how it's done. Why is this man not hired by a game company yet? We need stuff like this, not just in Sonic games, but in ALL video games with good music.
That sounded awesome! Sonic should have an advanced system like this. I did like the high pass filter sound when boosting because it felt like you were really breaking the sound barrier.... but it's really generic. I live the genre switching when it comes to speed. I love fast beats and DNB so the Boost version by far was my favorite! lol
Sweet genius. You did this even better than Sonic Team in Generations. Where their system was basically "muffle the sound if you are breaking the sound barrier or don't if you're not" this system seemlessly transitions from moment to moment with every level milestone. The "buildup" moment on the clocktower was exhilarating and timed PERFECTLY (not that it couldn't have been b/c the scripted wall jumping) but I haven't seen a game take advantage of such an event so beautifully in its track.
This is great stuff! It's funny, but this is always what I *assumed* developers meant when they talked about "dynamic music" in games, not crossfading between "not fighting" and "fighting" tracks that have nothing in common.
It was nice to see them do a *little* bit of this in Generations, but I don't think it's necessarily a deliberate trend: I believe they only did it on stages where the original music was "too slow" to match modern Sonic's speed. Oh well.
This is incredibly cool! The awesome music combined with it synchronizing with the actions in the stage... just such an amazing implementation! Sonic's genre and purpose in being stupid-fast and speedrunning is absolutely perfect for the idea, too.
The clock tower section was simply beautiful, I have to say. :D
@TheGreatGats It's good that it's a 'bad game'. I wouldn't have been able to pick it up for $5 in the bargain bin otherwise and thoroughly enjoyed myself! (Was start of this year)
That was actually really cool, and very informative. I hope you did well on that assignment, because your work shows, and it would make playing Sonic games just that much more enjoyable. Heck, any fast paced game honestly.
Isn't "Be cool, be wild, be groovy" the snowboard theme in Sonic Adventure? Anyways, you know how Generations records your + or - time for every checkpoint? Those could be used as indicators of what song to use in a realistic implementation.
This is a fantastic Idea and I really hope this is some that gets adopted. You have a bright eye in the gaming industry and you need to enlighten us with this idea.
I really like this idea. It reminds me of a more advanced version of Generations' dual audio tracks in GHZ/SSZ. If I recall correctly, there's a similar effect in NFS3: Hot Pursuit. The Banjo games and DKCR also have different sections depending on where you are in the stage, which could be interesting in a Sonic game. You should send this to SEGA.
@BaconStein Yeah! I was both elated and disappointed when I found out Sonic Team was doing a similar thing. Elated because great minds think alike, disappointed because my idea is no longer unique. But oh well. ;p At least -I- know I did most of the legwork for the assignment before the Generations demo was out.
Simply wonderful - totally worthy of my iPod. I agree about Sonic boosting through levels ruining the feel of the music. Changing genres works incredibly well here. I didn't really appreciate Rooftop Runs music until Sonic Generations, both the classic and modern mix were awesome, and so is this one!
@Finnishiam This uses Wwise which is audio middleware (for audio what Havok is for physics for example). This sort of stuff is used a lot in games with cinematic soundtracks like the Call of Duty series, but not so much for games with this sort of more melodic theme.
Be Wild = Played in Modern Rooftop Run
Be Cool = Played in Classic Rooftop Run
SantuXD6 9 hours ago
@KatamariParadox Judging by 2:57, it really is in the way.
talinuva 1 day ago
i want this for sonic rooftoprun i also want the thingy in the left top so i know when it changes lol i just want the song now lol
vialivescott 1 day ago
2:05-2:32 autamatic WIN and my favorite video of this year
kokol999 2 days ago
Can u make more of this? <:D
Hyperdemon891 4 days ago
4 people couldn't stand the awesomeness of this song
incjam5 6 days ago
shutupandtakemymoney.jpg
Das654 6 days ago
Really nice. How close can you time transitions for this? Could you fit in a transition in the jump just before the end, for example?
Sharaton 2 weeks ago
Dear SEGA hire this man
Urmean15 2 weeks ago
Thanks for all the comments, I'm starting my internship with dSonic (ha ha, what a coincidence) doing adaptive audio for media next week! Guess going all out on a college assignment isn't all that bad.
baldfalk 2 weeks ago 4
please could i have both songs with the loop in 1 mp3/wav and the intro in 1 mp3/wav ? i really need it and i would give credit
r543Blitzsonic 2 weeks ago
@r543Blitzsonic You really could have asked on IRC :P But sure I'll IRCPM you the source material. It's not just one intro and one loop though, each section is made up of quite a few loops.
baldfalk 2 weeks ago
sega absolutely needs to hire you
ZombieMika 2 weeks ago
This music would sound really good mashed up with Windmill Isle Act 2's music.
Elekid11 3 weeks ago in playlist Favorite videos
I like this video a lot, because it represents what I value most out of the modern Sonic games. It's about going fast at it's most basic level. But even more than that, this is about freedom. Not just freedom in a video game environment, but freedom in how one chooses to live his (or her) life.
CalcSwamiS 4 weeks ago in playlist Favorite videos
is this music for reel?
ErlendWins 1 month ago
@ErlendWins Yarp, it's for reel.
baldfalk 1 month ago 2
Fingers crossed for your A, you deserve it.
RoryMcHugo 1 month ago
FUCKING GENIUS
YoshMoon 1 month ago
reminds me of iMUSE
Danneman93 1 month ago
@Danneman93
Haha, that's exactly what I said to the person who sent me this link. I understand it's different pretty much entirely, but it's still praise.
Amatiramisu 1 month ago
So the next version will add "Be Groovy," right?
BlueJoshi 1 month ago
This is a really cool idea, but the editing showcases a best-case scenario for the musical transitions, especially from Wild to Cool and vice versa. In practice, unless you're making the transition points extremely close together, wouldn't it be more effective to crossfade between two tracks loaded into memory at the same time and leave the pre-appointed segment transitions exclusively for moving between level sections?
elrobotbastard 1 month ago
@elrobotbastard They actually do crossfade both in the project file and in this video.
baldfalk 1 month ago
I would really like to see Sega start using this technique. I personally think the boosting changing the sound of the music in Unleashed/Generations was a good idea, just not well executed.
Incidentally, did you make the song used in this video? If not, where is it from? I quite like it.
Glod 1 month ago
Comment removed
joecavers 1 month ago
I CAME.
Billehlolkitteh 1 month ago
I can't get over how amazing this is. How did you work this into the game? You totally need to do this for Generations.
CCrockyourass 1 month ago
@CCrockyourass For this particular video, I recorded with music off, then essentially ran Wwise and manipulated the parameters I set up in real-time. In an actual game development scenario, Wwise creates code that can be called by the game engine the same way I used the sandbox parameters. Obviously, I don't have the source to Sonic Unleashed, though. :P
baldfalk 1 month ago
Wow... the tension that builds when you get to the top of the tower surpasses any emotion that was there before. Excellent.
UnknowinglyEdible 1 month ago
SEGA needs to use it in their games!!!
nedow40 1 month ago
mind = blown
actually i love this idea! I enjoyed the music here, it was just amazing!
pokestarfyfan1 2 months ago
This is a fantastic idea. I could really see Jun Senoue working this in and executing it with flying colors. However, my main concern, and this WILL happen, is how would you handle this kind of music when players manage to sequence break through the stage and exploit insane shortcuts that weren't intended to be done, just like the speed runs you see skilled folks upload for Generations? Potentially skipping out many portioned tracks. I know not everyone will do that, but needs to be pointed out.
SetnaroX 2 months ago
@SetnaroX The trigger points really could be made to cover entire sections of level rather than a single point, in which case the music would swap as fast as it could. Or failing that, the music could be perpetually stuck in the previous section, which would be akin to sections of level not visually loading which is common in glitch shortcuts. :]
baldfalk 2 months ago
@baldfalk
I'd personally do the latter, as it would make for a more enjoyable video of the run, but I am very pro-sequence break (without intentionally allowing them, obviously).
Amatiramisu 1 month ago
I noticed when you were jumping before the huge rail, by pressing buttons, it didn't move onto the final part of the build up until the previous part had finished its last loop. Does that mean that if you started at the start of a loop when you got to the point there, that it wouldn't have the loud part as soon as you land on the rail?
KeeperoftheRing 2 months ago
@KeeperoftheRing Correct, all the transitions play to the end of the current phrase before swapping over. That's why that section has the extremely short 2-bar loops. It's -+1 second give or take. The 'impact' of the guitar solo kicking in actually works pretty well even when going through rainbow rings (early) or conversely, if it's slightly late drum roll instead plays on through the camera swing.
baldfalk 2 months ago
@baldfalk Hmm, well the whole idea of that sounds amazing, I wish I could play sonic games without all the awesome music being too quiet. If only it was feasible to get a download. D:
KeeperoftheRing 2 months ago
I totally agree with you about the boost effect. Sometimes I even avoid boosting just to listen to the music.
Gilgabotnik 2 months ago
Curious; what grade did you get on this?
frubam 2 months ago
You sir, have come up with one of the best concepts I've seen. Would be easy to implement in a game as well.
cpuDuDe1123 2 months ago in playlist Favorite videos
Dude, this is so AWESOME! Not just the dynamic music, but the music you wrote. I love this even better than regular Rooftop Run!
DudeCheshire 2 months ago
You know, it's stuff like this that makes you want to do well in levels also. Try and listen to a sad song and you'll do poorly, but super, kickbutt song like this and you just get pumped and knowing that the music is kicking because your kicking is just....KICKING! *can cans*
pirajacinto4 2 months ago
If you are going to a project like that again then you should start by working on great stages like Skyscaper Scamper but that's just my opinion.
PulseCobalt 2 months ago
If you make more of these, you will have my subscription in a heartbeat.
KatamariParadox 2 months ago
You should truly Make more of these during your free-time. They're Great! Hopefully you get noticed by Sega!
sonicfan167 2 months ago
Hey just a friendly suggestion. If this is truly a demo that is to be used in your portfolio for resumes..... maybe not use words like "retarded" just saying.
Blargenth 2 months ago in playlist Favorite videos
@Blargenth It's one thing to avoid racial slurs out of respect for people who actually get seriously offended by them (I'm not one of them) but retarded people actually do retarded things. So do people who have downs, and so on and so forth. It's just a fact of life. I'm extremely frank by nature and probably wouldn't last long working at a place or under/with people who took offense to a term that is pretty much a modern commonly used, semi-serious slang adjective. so yeah.
baldfalk 2 months ago
@baldfalk That may be true, however when presenting yourself professionally through a demo reel, you should avoid it.
0Asterite0 2 months ago
Unleashed wasn't bad, it was odd badassary (sonic stages) mixed with unnecessary (werehog).
HigureCommando 2 months ago
Did I also mention how incredible the music piece itself is? Especially the rockin' guitar track. Love the solo at the top of the tower, and this whole concept of interactive music just blows my mind, and I wish SEGA would try it. I think you should pitch this idea to SEGA, it's worth trying.
KatamariParadox 3 months ago
This is such an amazing song and idea. I wish SEGA would do something like this. Also, did you design the changes in music around prerecorded footage or is it automatic?
KatamariParadox 3 months ago 11
@KatamariParadox For class, we had to basically present our Wwise project, in Wwise. The footage was something you did seperately. In terms of planning the song, I basically did a speedrun (without any glitches or QSS) to get a rough idea on how long each section of the music should typically be for no repeats on a good run. (Of course, times still vary a lot so it's just a guideline really)
It's built in such a way that it should be seamless regardless of if a person takes 4m or 15m to finish
baldfalk 3 months ago
Would... you... PLEASE... make...
a version for NIGHT STAGES?
shaddowkarate 3 months ago
@shaddowkarate There uh... isn't much to go by on the night stages, not to mention entering/exiting combat is extremely hard to time. For that kind of gameflow I think what Sega did is pretty much spot on in terms of interactivity. (The combat music has 4 different start points)
I might do other stuff not within the confines of an assignment though, i.e. actual remixes instead of original music. We'll see how much free time I actually have. ;p
baldfalk 3 months ago
@baldfalk I just figured anything you did would be better than their DANA DANA DA DA DA BA PAAAH.
shaddowkarate 3 months ago
@shaddowkarate NOT A FAN OF BIG BAND I SEE
baldfalk 3 months ago
This is spectacular, very nice job. It would be great to see Sonic (and other games of course) pick up on this kind of interactive music more.
gerikhan1 3 months ago
ha, just realized. be cool, be wild, and be groovy is one of the songs for ice cap in SA1. nice touch
StrudelB 3 months ago in playlist Favorite videos 7
psst hi2u sa goons
baldfalk 3 months ago
I think Generations actually does a good job with this. It may be kind of hard to notice, but it actually changes the music when Sonic hits top speed, rather than when he's boosting (Boosting, of course, immediately taking you to top speed). It doesn't drown out part of the music like Generations did either, it just increases the tempo.
Having a modular track for different locations in the level, as well as for if you're doing well or doing badly, would add to that very nicely, though.
Shadowlyger 3 months ago
@Shadowlyger Generations only had two levels that did this. And the boost high-pass effect is still there. :(
Regardless, the fact that there's -some- interactivity in its music shows that their sound team is willing to experiment, and I'm looking forward to seeing what they do with the music in future games.
baldfalk 3 months ago
Dude I remember SSX3 doing something like this!
Blargenth 3 months ago
I like how you took the name from Sonic Adventure's snowboarding level.
KatamariParadox 3 months ago
Do I hear some windmill isle in this or is it just me?
Sonicrida 3 months ago
Gorgeous work. This is exactly the kind of thing I like to see in games these days, if I had a project that needed music I'd hire you in a heartbeat.
goodtimesfreegrog 3 months ago
oh my god you have no idea how amazing plane wisp would be
RudeCubes 3 months ago in playlist More videos from baldfalk
Great job.
brownerthanu 3 months ago
I would include a 4th genre when you going for S maybe named "be sonic",
Amazing job :D
bladexyz 3 months ago
FInally some of my guitar playing makes it to Facebook. Even though it isn't a video of me playing. LOL Nice Job Falk!
funnyguy1321 3 months ago
Now apply it to the current fastest speedruns...
TailsDM 3 months ago in playlist Liked
This is amazing man! I gotta agree with u, while I understand why the filtering is implemented when boosting, it definitely gets in the way of the music. Especially on levels like Rooftop Run and Planet Wisp, where the music is just briliant! And frankly, the music in Sonic games are one of the reasons I'm still a fan after all these years, and I find that the filtering effect really takes away from that. I really hope SEGA looks at this, because this would be perfect for a future Sonic game!
HyperKnuckles93 3 months ago
Why the hate on the boost filter?
mistoroboto 3 months ago
@mistoroboto It interferes when we want to hear the music.
SestrenNK 3 months ago
Incredible work.
SaikyoKoutei 3 months ago
pretty much the drum build before the solo by the platforming section is pretty muh my favorite part of the song. it builds the exhileration, the rush, the adrenline the point where it explodes, aka the solo.
LokeeRider1 3 months ago
That is simply amazing.
Was your professor impressed? Because this is...buh.
BoomTheGuardian 3 months ago in playlist More videos from baldfalk
A great idea!
Zerobadniks 3 months ago
Nevermind, like an idiot. I didn't read.
Tehsnakerer 3 months ago in playlist Tehsnakerer's favourites
is the naming of the two tracks named for "Be Cool, Be Wild and Be Groovy" from Sonic Adventure 1?
Tehsnakerer 3 months ago in playlist Tehsnakerer's favourites
Exemplary sound design is often ignored in games because it can't easily be conveyed in screenshots or teasers. I just hope that you and others with your vision find your way to the top of the industry. I know you can change things for the better. :)
abasmic 3 months ago
OMGGGGG you should work with Jun Senoue like NOW!!!!!
MrPetersonic100 3 months ago
Please, go get hired by SEGA, and do all the music in level design for them. PLEASE. The way you do it gives that pumped up feeling or the "I gotta do better next time" feeling, not just a continuous track throughout the level. :P
mindgeekify 3 months ago
really interesting video. my only comment would be to maybe not lowpass quite as harshly on the tunnel section or work on a smoother slower filter transition. Other then that, loved your justification and really intriguing to see it all in action as a wannabe game composer myself.
feedingear 3 months ago
O.e
This NEEDS to be in Sonic games. Seriously, this is just amazing.
supermax110 3 months ago
DO it with modern rooftop run in generations :D
KyleAB5000 3 months ago
You should send this to Jun Senoue, he'd love it! Might also get him to do away with the boost filtering. Everybody wins!
MajorMcVideoTube 3 months ago 26
@MajorMcVideoTube I would but my circle of industry contacts are all within the western industry. (Like... west-western, which doesn't include SEGA America :( )
And to be honest, while I won't deny it's definitely one of my pipe dreams, this is a college project, not a proposal ;p I wouldn't really deign to tell people how to make their games.
baldfalk 3 months ago
@baldfalk Still! pushing this type of thing into the industry could do wonders for it musically - Sonic already has one of the best scores of any platforming game (IMO, of course) and stuff liek this really emphasizes the atmosphere of the game!
Hell, I've bee thinking of something like this for a while now (though less complicated), but I'm not technically proficient enough to make anything of the sort.
demonskunkstudios 3 months ago
@MajorMcVideoTube Who said that boost crappy filtering was made by Senoue? Say Hello and Thanks to SU sound team that killed music in a game.
Even so, go to the early SG Modern Green Hill Zone gameplay and see (and listen) that music was made on similiar type, also it changed nearby to level end. But SEGA cant support good ideas - its was not traditional to Unleashed and Colors boost, so we get the same shit.
Mazgid 1 month ago
@Mazgid While you're absolutely right that Senoue probably had no say over the sound design (as to composition, of which he was marginally involved in for Unleashed anyway) GHZ Act 2 (and SHZ Act 2) crossfades between two tracks based on your speed. It didn't change solely based on being near to level end.
That aside, saying SEGA can't support good ideas just makes you look like you're bashing just to bash. We wouldn't have Taxman's Sonic CD remake if that were the case.
baldfalk 1 month ago
@baldfalk I dont really think that Taxman could made remake if he wasnt wish to work on Sega. So he's dream come true, Im really happy for him and community.
But talking about GHZ and SSZ (did you originally meant Speed Highway?) when Sonic speed ups you cant hear normal fast track, because of filtering. You know, its not too clever . At least Senoue had an idea.
Mazgid 1 month ago
@Mazgid (S)easide (H)ill Zone. I can see why people would refer to it as SSZ to avoid confusion with Speed Highway though D:
baldfalk 1 month ago
@baldfalk eeehm i neever heard any Seaside Hill zone speed-ups. You mean that idea to use Sea Palace theme in one track? Pitty, but it wont change because of level progression.
Mazgid 1 month ago
@Mazgid Um. Yeah, I'm not too sure what I'm smoking. Sky Sanctuary. SSZ. You're absolutely right.
baldfalk 1 month ago
@baldfalk Hehehe :)
But you know they could make music change and in Seaside Hill zone. At leaast there was City Escape change with mad convoy ride.
Anyway - your idea about music was best thing that i meet in months. And your remix is on my player for all these time :)
Did you made this track completely by yourself?
Mazgid 1 month ago
@Mazgid I sequenced/programmed/played/mixed/edited/etc the vast majority of the music myself. A couple of college mates played to fulfill requirements of the assignment (They're all kickass players, don't get me wrong - I'm just the type of guy who likes to do everything myself for these kinds of projects); full credits and who played what are in the soundcloud links in description.
baldfalk 1 month ago
An absolutely spectacular project. Game companies need to take advantage of this kind of thing. Music is so important for setting up a scene and can make something truly memorable.
That clock tower segment was amazing.
RoboCafaz 3 months ago
Reminds me of how Arkham Asylum/City's and MGS3's sneakin' music works. Except with running really fast.
More games need to do stuff like this...
CypherOfFate 3 months ago
They should totally do this for future games. Great work.
MetalShadowX 3 months ago
Brilliant system, and an epic Rooftop Run remix! BTW, any chance of a 'Be Groovy' download?
OshawottGuy 3 months ago
Man, great job dude, I am seriously blown away by this.
xxpablohoney 3 months ago
I'd be happy enough if they just went back to putting some decent music in the game.
bl4ck0p 3 months ago
Hopefully the guys at Reddit will like this. Fantastic idea, get this idea into the industry after college and I will buy whatever game you're apart of.
supersonicdude12 3 months ago
Did you compose this music? It's pretty nice. The system here vaguely reminds me of NiGHTS on the Saturn, which had a similar-but-different system where in the background of each level was this society of neutral A.I. NPCs, and depending on how you treated them (killed them or helped them procreate), the "mood" of the background music for that level would change. There were 5 variations on each song in the game.
BlazeHedgehog 3 months ago
LOL because sonic was a retard in the annotation XD
EXFOOLYCOOLY 3 months ago
This has been flagged as spam show
>Classic Rooftop Run is the best on the soundtrack
I agree wholeheartedly. Excellent job, as well.
StrudelB 3 months ago
Comment removed
StrudelB 3 months ago in playlist Liked
Why hasn't Sonic Team contacted you yet?
PashReturns 3 months ago 3
i want that song, send it to me, now, fast! XD
defacciailbreaker 3 months ago
hey what game is this download link?
Blinxfrost 3 months ago
THIS MUSIC FITS.
SonAmy4Ever10001 3 months ago
I jumped at the Ice Cap note. Be Cool, Be Wild, Be Groovy!
AnonymousNow 3 months ago
Sonic Generations has the same sort of idea but not as much effort. when you boost you can sometimes notice the drums being faster paced. and some other stuff I think. I play custom music too much to remember.
Makurou 3 months ago
Is this a design proposal, or an actual working system? Would love to try it out if it's working.
DragonGaze 3 months ago
This is really really well done. Like, Sega should adopt this concept. Also, this remix itself is really well done and the fact that you not only made this amazing sounding work but also mixed it and made it change throughout the level is incredible.
Also, I'd say sonic unleashed isn't a bad bad game, just the werewolf parts.
Kelohmello 3 months ago
sorry but this looks too real for a sonic game....
alphaheiti 3 months ago
Just a note, not to this depth, but Sonic Heroes actually did something like this. I noticed it in a few stages, but it mostly stuck out to me in Mystic Mansion, where a part of the song will loop until you enter a certain part of a stage and then the music will continue to the next part. They set it in that stage so the music will be at it's more jazzy parts when fighting enemies, and then play the catchiest and most intense part when you get to the car driving sections.
AestheticGamer 3 months ago 3
@AestheticGamer Yeah I just checked it out. It's amazing considering how old that game is! I wonder why SEGA didn't develop on that concept more! It works so well.
baldfalk 3 months ago 3
SEGA! HIRE THIS MAN! Nice job on this!
Sonicrida 3 months ago 40
@Sonicrida This, right here. We need people like him in the industry to push the medium forward.
SuperPoxuz 3 months ago
wowww. it'd be amazing if the music worked like that in the actual game. :P
Paraxade0 3 months ago
This is beautiful.
rocketshipresort 3 months ago
3:39 - "And that's your grade on this project too. ^_^"
"WHAT?"
Kidding. Seriously though, it's stuff like this that keeps gaming going. It's funny; I was reading an interview with Richard Jacques a while back and he mentioned interactive layered soundtracks, and though I'm not familiar with music terminology, this is what came to mind. I thought it was cool how generations handled it, but this is definitely that taken to another level. Very impressive stuff.
SestrenNK 3 months ago
This all takes me back to the interactivity in music from UbiSoft games like Donald Duck and Rayman Rush. And your composition is awesome!
AguFungus 3 months ago
Well done! Having music change due to performance and environment is something that is always key to setting the mood. It's a great idea, hopefully one we see more of in the future.
Soundres 3 months ago
Wait... So, sound design doesn't already work like this? Ever since I was younger I thought that's how they set up level music.
negiWDJr 3 months ago
this makes the game look a lot better than it actualy was...
willfullcookie 3 months ago
Oh, and by the way, would it actually be possible to implement your system into the game itself, or were you just working off of pre-recorded footage?
WritersBlah 3 months ago in playlist WritersBlah's favorites
This is bloody amazing. I honestly have never seen this sort of interactivity in music done since the original Banjo-Kazooie games. To compose a memorable theme AND add interactivity to it takes a crapload of work, and this guy just freaking showed how it's done. Why is this man not hired by a game company yet? We need stuff like this, not just in Sonic games, but in ALL video games with good music.
WritersBlah 3 months ago in playlist WritersBlah's favorites
HOLY FISH NAME THAT IS ALSO A MISSPELLING OF CRAP! i had the same exact idea! :O
sonicandmariorulz 3 months ago
That sounded awesome! Sonic should have an advanced system like this. I did like the high pass filter sound when boosting because it felt like you were really breaking the sound barrier.... but it's really generic. I live the genre switching when it comes to speed. I love fast beats and DNB so the Boost version by far was my favorite! lol
That was just pure awesome!!
DaPaRappa 3 months ago
You should work for Sonic Team, my friend.
AeroFast101 3 months ago
>Japanese Sonic and not Jason Griffith Sonic
You're already on a path to greatness, my friend. ;)
sirmihael 3 months ago
i love you. i hope jun senoue see`s this
randyham87 3 months ago
Interlude = Be Groovy
Cheddly 3 months ago
Congrats, you made it on the Sonic Stadium's front page!
VizardJeffhog 3 months ago in playlist More videos from baldfalk 2
Sweet genius. You did this even better than Sonic Team in Generations. Where their system was basically "muffle the sound if you are breaking the sound barrier or don't if you're not" this system seemlessly transitions from moment to moment with every level milestone. The "buildup" moment on the clocktower was exhilarating and timed PERFECTLY (not that it couldn't have been b/c the scripted wall jumping) but I haven't seen a game take advantage of such an event so beautifully in its track.
SuperStingray 3 months ago
They better give you an A on this, this is amazing.
NinSegaGamer123 3 months ago
THIS IS MY NEW ALL TIME FAVORITE VIDEO ON YOUTUBE.
SonicApproves 3 months ago
Holy sweet Jeebus. I hope you can get a career out of this.
I would love to see you as an Avant Garde composer, bringing Video Game Music out of the shadows and into the spotlight.
You've inspired me, now excuse me while I go practice for months on how to do this!
imanewguybastard 3 months ago
This is ingenious! Was this done solely for this project, or do you plan to post more like this in the future?
cddasmith 3 months ago
Can you provide a MIDI or a preconstructed MP3 of both tracks?
Slashyx 3 months ago
@Slashyx It's in description! Well, 24-bit wav, anyway but it's simple to encode those to mp3. ;p
baldfalk 3 months ago
@Slashyx these videos you made definitely deserve more views
LokeeRider1 3 months ago
Be cool, Be wild... Why are they so familiar?
Wait.
Oh you clever bastard.
SantuXD6 3 months ago
this is incredible great work man hope this gets a lot more attention
kyler1man 3 months ago
This. is. genius, my good sir.
FreenInGreen 3 months ago
This is great stuff! It's funny, but this is always what I *assumed* developers meant when they talked about "dynamic music" in games, not crossfading between "not fighting" and "fighting" tracks that have nothing in common.
It was nice to see them do a *little* bit of this in Generations, but I don't think it's necessarily a deliberate trend: I believe they only did it on stages where the original music was "too slow" to match modern Sonic's speed. Oh well.
Let's hope SEGA snaps you up. :)
Quxxy 3 months ago
This is incredibly cool! The awesome music combined with it synchronizing with the actions in the stage... just such an amazing implementation! Sonic's genre and purpose in being stupid-fast and speedrunning is absolutely perfect for the idea, too.
The clock tower section was simply beautiful, I have to say. :D
COlimar788 3 months ago
>Unleashed
>Bad game
You're shitting me, I hope.
TheGreatGats 3 months ago 18
@TheGreatGats It's good that it's a 'bad game'. I wouldn't have been able to pick it up for $5 in the bargain bin otherwise and thoroughly enjoyed myself! (Was start of this year)
baldfalk 3 months ago 6
@baldfalk I consider it to be a "slightly better than average but not quite great" game, personally.
WritersBlah 3 months ago in playlist WritersBlah's favorites
@baldfalk but it's
not a bad game.
TheGreatGats 3 months ago 4
THIS IS HOW SONIC MUSIC SHOULD WORK.
Seriously, fantastic work here.
ShockTH456 3 months ago 41
get a job at SEGA for the music depot NOW!!!
waltdisney19282008 3 months ago
Great job. Apply to Sonic Team for the next game. :)
fido815 3 months ago
That was actually really cool, and very informative. I hope you did well on that assignment, because your work shows, and it would make playing Sonic games just that much more enjoyable. Heck, any fast paced game honestly.
Pantha35 3 months ago
Isn't "Be cool, be wild, be groovy" the snowboard theme in Sonic Adventure? Anyways, you know how Generations records your + or - time for every checkpoint? Those could be used as indicators of what song to use in a realistic implementation.
CyanBlur 3 months ago
@CyanBlur Bingo!
baldfalk 3 months ago
This is a fantastic Idea and I really hope this is some that gets adopted. You have a bright eye in the gaming industry and you need to enlighten us with this idea.
TheStolken 3 months ago
I really like this idea. It reminds me of a more advanced version of Generations' dual audio tracks in GHZ/SSZ. If I recall correctly, there's a similar effect in NFS3: Hot Pursuit. The Banjo games and DKCR also have different sections depending on where you are in the stage, which could be interesting in a Sonic game. You should send this to SEGA.
BaconStein 3 months ago
@BaconStein Yeah! I was both elated and disappointed when I found out Sonic Team was doing a similar thing. Elated because great minds think alike, disappointed because my idea is no longer unique. But oh well. ;p At least -I- know I did most of the legwork for the assignment before the Generations demo was out.
baldfalk 3 months ago
@baldfalk Taking a look at this video, I think you should be a video-game composer.
WolfThunder29 3 months ago
This is wonderful. So...wonderful.
Bettaphish 3 months ago
Simply wonderful - totally worthy of my iPod. I agree about Sonic boosting through levels ruining the feel of the music. Changing genres works incredibly well here. I didn't really appreciate Rooftop Runs music until Sonic Generations, both the classic and modern mix were awesome, and so is this one!
lunaspite 3 months ago
So, wait, this is, like, a thing? That can be done?
That's just... Wow. Really neat. Hat's off to ya.
Are there any games that have this sort of thing? Or is that in the future?
Finnishiam 3 months ago
@Finnishiam This uses Wwise which is audio middleware (for audio what Havok is for physics for example). This sort of stuff is used a lot in games with cinematic soundtracks like the Call of Duty series, but not so much for games with this sort of more melodic theme.
thegreatbman 3 months ago
@thegreatbman Oh. Well, that's too bad, I guess. This really looks like something that has a lot of potential for more melodic, "video-gamey" music.
Finnishiam 3 months ago
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ocdfreak 3 months ago