SysDooM Shock Dynamic Music Demonstration

It ain’t perfect, but the basic idea is there. It’s kind of hacky - it uses A_StartSound on the player via an event handler, and the song segments are split up into individual audio files. It checks every [song segment length] tics what’s going on around the player and switches sequences accordingly. I can even add layers, like enemy cues or the low health alarm sound. It seems mostly functional, though I’m not sure how well it’ll handle songs from the other levels. Just realized I recorded this with my system-wide EQ active. Whoops. I promise the music doesn’t actually sound this tinny. I’ll prove it:
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