Thanks for taking the time to explain this to us, I can imagine the process could be time consuming, and an interesting gunI'll sit down with one of the dudes that set these up and get more details, but here's what I know:
1. The music track is selected by the audio designer, approved by the weapon designer, etc.
2. The music track is manually given markers for beats, wubs, and miscellaneous slams. This is the time-consuming part.
3. These markers trigger the projectiles, VFX, and dancing.
4. The audio track is broken up into equip loop, attack (ramp-up sample), loop (the part that actually fires), and release (cool down after firing). The markers only exist on the loop.
Without these markers, the weapon wouldn't even fire. In fact, for a time during development, the weapon wouldn't fire at all if the player had either music or SFX disabled through the options menu. This weapon is unique in this way - All other weapons have audio triggered by the weapon firing, projectile, or VFX.
I'll figure out if these markers are transferrable or hard-coded, and if the former, whether or not they can be modded. I'd love to see some of the possibilities the community can come up with.
(does remind me a little of how they did Guitar Hero)
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