In the Start Menu of this game (Shin and The Guardians of Spirits) you will find options and a "samurai" sitting in a rock. Once you select the "new game" the Samurai will stand up, tha camera will change and you will find yourself, as the Samurai, in an abandoned village.
In this video, I demonstrate a dynamic music system for a Hub World/Village, focusing on seamless transitions from the Main Menu to the gameplay environment using MetaSounds in Unreal Engine.
System Mechanics:
The system manages two distinct musical moods (Abandoned and Restored) and handles the transition logic based on the player's entry point—whether they are starting from the menu or returning from a level.
Key Features:
Menu-to-World Transition: A dedicated trigger handles the switch from the Menu Loop to the Village Intro, ensuring a smooth musical handoff when the game starts.
Smart Entry Points: Designed to trigger either the full transition sequence (from Menu) or just the Village Intro (when returning from other levels), providing flexibility for different gameplay flow scenarios.
Animation Synchronization: The MetaSound provides a time output that can be used to track the musical progression. This allows for precise synchronization between the music's transition and in-game animations, such as the character standing up after the player presses "Start."
Implementation Details:
Intro & Loop Logic: Each version (Menu, Village Intro, Village Loop) is carefully timed to ensure musical continuity but THIS ARE NOT THE FINAL FILES. I STILL NEED TO EXPORT THEM PROPERLY FROM MY ABLETON SESSION (so it can work seamlessly everytime).
Dynamic Inputs: Use of specific triggers to switch between "Abandoned" and "Restored" states in real-time.
Composed and implemented by me.