
Adaptive Dynamic Music Controller
Alien Interactions
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Lightweight adaptive music system that crossfades simple music layers over a base loop, driven by game states and player movement.I built it natively in editor 6000.0.47f1. Tested in version 2022.3.62f1.Event system matching the your project version must be added manually for it to work across versions. Event system not included.AdaptiveMusicLayerMixer allows you to add dynamic adaptive music to your game with minimal setup.A base loop plays continuously while additional music layers fade in and out based on gameplay events (combat, boss fights, player movement, victory states, etc).The system is intentionally lightweight and fully code-driven, providing a simple plug-and-play solution without requiring complex audio middleware.Includes a functional demo scene and example UI to preview layer transitions.Note: The EventSystem prefab is not included to ensure compatibility across Unity versions. Simply add your own EventSystem in your scene (Unity auto-generates this when adding UI elements).Music Stems:Includes sample stems in both .ogg and .wav format for testing/demo purposes.You may fully replace these stems with your own music as desired.Compatible with Unity 2022.3 LTS and Unity 6000.x (see Tech Details below).ChatGPT was utilized in the creation of this project. Unity Version Compatibility:Compatible with Unity 2022.3 LTS and newer (Unity 6000.x supported).Package Requirements:No external packages required for Unity 2022.3 and 2023.x.For Unity 6000.x and newer: UnityEngine.UI package (com.unity.ugui) must be installed via Package Manager.Tested With:Unity 2022.3.62f1 LTSUnity 6000.0.xSupported Render Pipelines:Built-in Render PipelineInput System:Legacy Input System only (no new Input System or UIToolkit required)Platform Compatibility:Windows, macOS, Linux, Consoles, Mobile (any Unity-supported platforms)Additional Information:Standalone MonoBehaviour-based systemNo reflection, no custom assemblies, no editor scripts, no scripting definesI describe to the AI the overall thing im trying to build with as much detail as I can and it gives me the starting base code. I test it, find any bugs, misinterpretations or oversights and report them back to the AI as clearly as possible. He patches while I oversee to make sure hes not breaking anything else and patching the correct areas. I continue this process for hours, days, even weeks in some cases.For this specific project, I Told the AI that i wanted the music controller to more or less act as a low grade mixing board where each stem is controlled by either the players actions or the games state.First I made it for my project and followed the process to get it working good. Once it was working good, exported it into a new project file to rework the code to be as plug and play and modular as my skill level knows how and set up a demo scene.I have ChatGPT then assist me in writing the beginners integration docs and other docs when thats done.I take the package and all of the docs into yet another project that i have and try to hook Up the controller by following the docs without the assistance of the AI. This helps me reveal the weaker points in the docs and revide them myself into something I better understand and try again.after i get the docs written in a way i understand, i feed them back to the AI again to help me clean them up an make them look better then a guy who just wrote as he went along.Then I submit and await the real trial by fire.