Earworm by JCO [web] & Neuro
Earworm An innovative Game for Windows. You make the soundtrack: All music is arranged in realtime based on your game-actions. Can you find the supersecret Keycombo for starting the game in the supersecret HappyHardcore-Mode? To run the game in fullscreen-mode, set "fullscreen = 1" in earworm ini. Resolution and quality settings are there too. THE GAME IS OPTIMIZED FOR 16:9 ASPECT RATIOS AND HD RESOLUTIONS! But 16:10 will most likely also work. Credits: Code, music, everything: Jan C. Obergfell (jco) / 2011 www.jco.de | www.aurevis.com contact: [email protected] Uses Bass and Irrlicht Libraries Written in C++ - with love. System requirements: - Tested on a fast PC running Windows XP - Tested on an even faster PC running Windows 7 - GFX Card supporting Direct3D 9, Pixelshader 2.0b if you want bloom. - A computer keyboard with cursor keys or a joystick Troubleshooting / ini settings "Sound stuttering/broken" -> try increasing "buffer multiplier" in earworm.ini. causes nasty audio latency though. "Sound still stuttering/broken" -> buy a faster PC "Low FPS" -> deactivate bloom and/or antialiasing and/or vsync "The stencilshadows look broken when activated and make everything run slow" -> Leave it off "WTF stencilshadows!" -> Leave it off Greetings fly out to: - demoscene <3 - cool people - people who are not so cool but might become cool in the future - the future THIS SOFTWARE COMES WITH ABSOLUTELY NO WARRANTY WHATSOEVER. USE AT YOUR OWN RISK. Some personal techy sidenote: The game features a realtime sample-playing and sequencer-engine which recombinates samples and loops based on musical criteria, completely controlled by the game. It even features dynamic processing and turntable-like control of playback speed. The idea was to write a game music synthesizer with a simple API like - play a song - change to another part of that song at the earliest possible opportunity - react appropriately to fuzzy dramaturgic measurements like "amount of danger" - smoothly change tempo - play stuff in parallel Of course, the result has to - always sound good, "musical" and "fitting" - stay always in sync with the game - never stop So I hacked a lot of assumptions about the structure of music into the controller engine, and came up with a manageable system of describing "songs". The possibilities and permutations are without limit, I will most likely further explore the area of realtime interactive music and visualisation systems. Follow me at twitter: twitter.com/jcomusic (Sorry for the aliasing during pitch-changes ;) No time left before Evoke to implement some sort of oversampling.) -jco / 11/08/12
[ back to the prod ]