this post was submitted on 26 Jun 2023
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Synthesizers
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Make sure level tracks easily loop and provide the correct atmosphere to the game. They should be unobstrusive and leave the frequencies for SFX available.
Make sure SFX integrate in the bgm.
Looping isn't necessarily the only answer. I really liked Dune 2's approach - basically shuffling through a pool of chill music when nothing much is happening, and then interrupting with one of a few "attack" tracks when combat starts. I think it kinda depends on how long levels/missions are - one looped track will eventually get old no matter how careful you are to avoid distracting/annoying parts.
The way I am thinking I’m going to implement this is create a chill track and an active track that play in sync. Then switch to the active one if something happens.