I knew what you meant. With the quote from the mp3 descriptions, if you interpret the phrase "depending on the situation" liberally, it could encompass your suggestions as well as the combat example. If not, and if they are planning to do this, your post could encourage them to expand it.
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I honestly did not read the quote you posted before you did Raze.
However, when I studied the issue, I found out that “fighting drums” is an integrated track suitable for the cursed abbey, in fact it is fabulous, but has nothing to do with my extra idea.
To give you an example i should compare that particular sound track with what I am suggesting.
Rather than composing it in that style we can listen to any time now, I was suggesting that rather than simple “measure” progression a new track mixes in at the rising edge of the next measure after the contour-avatar collision trigger flag is set.
So let us imagine heartbeats beginning right outside the abbey, then between the outer walls and the inner walls a drum set of battle expression joins in. Now while in the path that has right and left walls, every step could simply change the parameters to a bit faster play while changing from piano to fort. On entering the clearing with the teleporter the track with the skeletons screaming should join in adding scary suspense. Then a peak crescendo is achieved when steel skeletons begin to barge out of doors, North, east and west.
Now as the hero becomes victorious each kill should mix a sound effect and while the number of skeletons thin the crescendo turns into diminuendo until when all outdoors skeletons are dead we have the heartbeat only active. On entering the abbey a similar scheme should repeat but when the “Litch” appears a special drums break should announce that arrival .... etcetera.
On the other hand, finding a key to a room in the adjacent room as a starting item should be indicated by a completely different theme that mixes well with heartbeats but is more relaxing, such as using a brush on cymbals, a metallic triangle, church bells or whatever.
So interactive music as It was suggested by others is to trigger a theme track that matches the quest, but I took the idea a step farther by dissecting the musical sheet into polyphonic compositions while the maestro triggers that part of the sheet as a response to situation development.
If it was the same idea, then where are the sound-sub-tracks of “fighting-drums”?
If they do exist then I would certainly wish to here them.
Kindest regards.
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