![]() In songs that lack drums/bass, another rhythmic instrument ( such as acoustic guitar), can be used instead. It makes sense then, that these be the first instruments you normally record. When bands play together, everyone follows the drums/bass. Record the Rhythm SectionĪs any musician knows, the rhythm section is the foundation of any song. Where an instrument or group of instruments are recorded as the guide, then “over-dubbed” one at a time, until the original can be deleted or “ scratched“. But since not all musicians can follow clicks, you could also use a pre-recorded drum loopinstead.Īnd since not all songs have steady tempos, a third method is to create a scratch track… Most people use a simple click/metronome to set a tempo. The first step is creating some kind of guide for the other instruments to follow along with. Here’s a general guideline of how it works: 1. While the actual steps in the process vary from engineer to engineer… With this new method, it meant that one man could now do alone, what used to require an entire team of engineers and musicians. It allows each instrument in a song to be recorded one at a time.It allows engineers to mold and shape the sound of each instrument independently of the others.Where each instrument is recorded separately and combined later in a “mix”. Today though, we use a more sophisticated process known as multitrack recording… The process was much simpler than it is today.Įntire performances were recorded in single takes, sometimes with just 1 or 2 mics. Mutes or unmutes the currently playing sound. Sets the isMuted variable to the mute argument. Calling this adjusts the variable AND the music that is currently playing.*/ *This function is present for convenience's sake. We set the volume to 0 or 1, depending on the isMuted variable. ![]() Var transform:SoundTransform = musicChannel.soundTransform This function mutes or unmutes depending on the variable condition. Mute or unmute depending on that variable above. I'd imagine you want your music looped, so int.MAX_VALUE accommodates for that. Keep it separate, in case you need to bypass the startMusic code for some reason.*/ Note these match the song declarations above.*/ *Depending on the targetScene number, set the correct song name. Alternatively, you can make this work with the stage name as a String.*/įunction startMusic(targetScene:int):void *This function sets the target song based on location. Var iveBeenAFoo:Sound = new iveBeenAFoo() ![]() Var musicChannel:SoundChannel = new SoundChannel() Create a sound channel for playing audio. Alternatively, you could just name this an int and store the scene number. *Create a string variable for the name of the song that should be playing. Create a variable to indicate whether the music is muted. 然后,在你的类声明中,输入这一行: public static var GameSounds:GameSounds = new GameSounds()
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