IntroloopAudioasset file. If you would like to use multiple pitches of the same audio, you can just copy the asset file and have different pitches. It can reference to the same actual audio file. Works fine with pause, resume, automatic memory management.
IntroloopAudio.Instance.Preload(yourIntroloopAudio)beforehand to pre-consume memory, and then call
Playas usual afterwards.
In Unity if you select "Loop" in
AudioSource, the song will loop to the beginning when it reaches the end of file.
But with Introloop, you can specify 2 time point "Intro Boundary" and "Looping Boundary" in your audio. Playing your audio with this plugin will loop back to Intro Boundary when it reaches Looping Boundary, effectively make the section before Intro Boundary an intro section that plays only once and the rest will be looping.
Those two points are stored in a separated asset file called
IntroloopAudio file, think of it as an instruction
accompanying your original audio which you will then use the singleton class to play it - as simple as
No need to place any special
GameObject manually on your first/any scene, so you can start the play
mode from any scene like usual.
Your original audio file will remains intact, no need to cut it up to 2 files like some other solutions. Updating songs from
your composer is as easy as overwriting the audio file. As long as the song structure doesn't change, your
IntroloopAudio will still works.
It is a common practice used in many commercial games. Intro adds huge value to music, turning into a powerful tool for directing player's feel and blends more into gameplay. Maybe if you haven't noticed, in the next section I will show various examples from games I liked.
Let's recall memorable moment from favorite games you have played. A destined fight with arch rival? Roaming over world map for the first time? An opening stage that really hooks you that you can't put down the joystick?
Wondered why they stuck so well in your memory?
Many commercial game music has certain charm when you are listening to it in the game because they have been programmed to have a nice intro that sets the mood of that particular scene before transitioning seamlessly to a music loop, never having to play the intro again. This is the source of immersive feeling you never get when you listen to the song again in an OST or YouTube. You must experience it in the actual game.
Maybe it is easier to explain with examples!
RPG gamers knows the "random encounter". In theory it should get really boring after a while, but it works so well and always so exciting partly because of music's intro that really tell you "let's fight!" but at the same time never loop to that intro again, keeping the intro powerful. Intro also make the music more memorable, as the player heard the intro he/she will be subconsciously already preparing to hum to the verse.
Probably some of you have played Pokemon. When you run into some wild pokemon or even trainers the "Wadadadwadada...!" intro followed by some sick bassline will play. This part is never repeated again in a fight. It is one of the iconic thing in Pokemon. Without it Pokemon would not feel the same.
In situation like a fight in tactical turn-based RPG game or final boss fight, perhaps the music will loop multiple times. Why not begin with something a bit different? Music in this example is quite long, nevertheless when it reaches loop point you will see that if you have to begin the song at that point it would not be as effective.
You don't have to think of "Intro" as a long musical passage. Merely single-melody synth stab or one bar of attention-grabbing rhythm at the song's start can dramatically add memorable cue and makes player come back for more. This technique also can be used in scene that will be visited often like character select screen in fighting game.
How about a menacing tone at the start and then picking up the tension later? In normal looping your composer would have to find a way to reduce the tension again in order to seamlessly loop the music. With Introloop you can give your composer a lot more creativity freedom. Even tempo difference is possible - slower BPM only at start, increase speed later and never loop back to that part again.
An opening stage with epic begin, a field music that starts with worldly intro, or how about conveying feel of ease when finally arriving at the village with some gentle melody? It's not just about battle, any feeling that you would like your player to feel, use music intro to direct him/her to that direction right from the start then keep it going with your gameplay.
Your tune (and in turn, your game) will be much more memorable and less boring. Exaggerate certain feel in your scene more by incorporating a song intro into the design.
Actually I'm surprised that I haven't seen any audio plugin doing this, something so prevalent on commercial games. It's about time to appreciate the intro.
I have made a simple demo on various platforms with several songs you can play with. The demo is basically a bunch of buttons, each button represent one C# method call.
If you want to see Introloop in a real application, my own game Duel Otters which you can freely download to your iOS/Android device is heavily powered by it. Introloop has gone through many frustrating bug fixes throughout this game's development so I am quite confident now that it is working well.
In that game all BGMs are Introloop, and the actual length is quite short (only 5-10 seconds) but with Introloop they sounded longer than it actually is. This is great because I can conserve space while still having many songs.
Let's get started on how to play your first Introloop by clicking here!