ADXTutorials

Creating a Turntable Stop/Start Effect in Atom Craft 3

It can be quite jarring when music suddenly stop between game states, such as when entering the settings menus or a player’s inventory. Using the features of Atom Craft 3, we can quickly create some logic which will simulate the sound of a vinyl record quickly dropping in pitch and volume as it slows down to stop spinning; which can also help sell the idea that motion has stopped for the player (if applicable). To do this:

  • Create a Cue and add some music to it
  • Create a new Cue and name it Music_Pause
  • Add two Action Tracks to the Music_Pause Cue, and name them Pitch and Volume
  • Drag the music Cue from the WorkUnits Tree onto the two Action Tracks to link them
  • Create a Parameter Action at the beginning of each Action Track
  • For the PlaybackParam on the Pitch Action Track in the Inspector set:
    • Type of playback parameter = Pitch
    • Target Parameter value = -2400
    • Rate of value change = 4800
  • For the PlaybackParam on the Volume Track in the Inspector set:
    • Type of playback parameter = Volume
    • Target Parameter value = 0
    • Rate of value change = 2
  • Create a Pause Action and place it on either track, after the Parameter Actions

1_SlowPause

You should now have a pause Cue that looks something like the above screenshot.

Next, to create the resume logic:

  • Duplicate the Music_Pause Cue in the WorkUnits Tree, and rename it to Music_Resume
  • Change the order of the Parameter Actions so that the Resume Action comes first
  • For the PlaybackParam on the Pitch Action Track in the Inspector set:
    • Target Parameter value = 0
  • For the PlaybackParam on the Volume Track in the Inspector set:
    • Target Parameter value = 1

2_SlowPause

Now, if you play your Music Cue, you should be able to select the Music_Pause Cue and “play” that to initiate the pausing logic that we have just created. You can then resume at any time by conversely “playing” the Music_Resume Cue. Experiment with the values and sequencing to get an effect that is sympathetic to the pacing and style of your game.