WingNuts and Bolts

# Music

This section details the Music section

All sounds used in WingNuts 2 are .WAV audio files. They can be Mono or Stereo. The game supports 44100Hz and 24000Hz.

Your standard Music window.

Just like the Sound category we are going to work the Music category from the Right side to the left, starting with "Musc Track Chunk Sounds".

But, before we begin, lets take a moment to discuss how music is done in WIngNuts 2.

Lets put on our thinking caps. We have a record:

The 1967 Smash hit Jen & The Nuts. Later, the band would reform under the name The Baron VonSoundwatch Experience.

A record such as this is the final product of the music track you have created. Just like a real record, your virtual record (from here out called a Track) is composed of songs. Each track has the following songs:

- 1. Introductory chunks
- 2. Normal game music
- 3. Boss battle phase chunks
- 4. Escort phase chunks

So yes, your Track has fewer songs than a modern album, but the analogy still holds up.

Each song is made up of a chunk. Your chunks can be a complete 3 minute song with beginning, middle and end. Or your chunks can be musical parts of a song, and you let WingNuts and Bolts stich them together for you. Either method is acceptable.

To begin press "New chunk" to make a new music chunk. This will be a .WAV file that is 44100Hz or 24000Hz.

Your first options let you decide how the chunk will transition to the next chunk that is played. This can either overlap with the next chunk allowing them to flow from one to another, or it will stop one chunk before starting the next chunk.

The next fields are calculated for you, if you want to change the samples, milliseconds, and bpm you are allowed to, but I recomend against it.

Relative volume - This value lets you set the volume. 1.00 is 100% volume, 2.00 is 200% volume and .50 is 50% volume. All music in WingNuts 2 is 50% volume.

For now we will skip the Track Testing section, as we have not created a track yet.

Now that the musical chunks have been created, it's time to string them into songs and lay them into our Record.

You must have atleast one chunk in each section.

Simply choose from the pull down menu the chunk you want to play. Chunks are played in order of Left to Right, Top to Bottom.

Cross fade time - This lets you choose, in seconds, how long it takes to fade from chunk to chunk.

Pause before fade - This will pause the audio before fading to a new chunk. This value is measured in seconds.

The test track section in the lower right, lets you test how all the chunks work together to make a song, and how all the songs flow in your record.

Test track - This will start the record playing, beginning with song 1, the Introductory chunks.

Normal mode - This will skip to song 2. Normal, or Normal game chunks.

Stop playing - This will stop testing.

Boss mode - This will skip to song 3, the Boss battle phase chunks.

Fade out - This will perform a fadeout on whatever you are listening to.

Escort mode - This will skip to song 4, the Escort phase chunks, when the Carrier is heading to the Warp Point.

One thing to remember, when you are in the Level section defining the Music Tracks to use for a level, think of that as a juke box, contining several records.