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GAMMA01: Audio Feed

by Rob Segal · 11/26/2006 (8:19 pm) · 2 comments

!LATEST NEWS! - You can now download Goatscape here

I recently completed a game for GAMMA01: Audio Feed. This was a unique game development/art event in which participants were asked to make a game which used audio input somehow in their game. My team created a Smash TV clone using TGB called "Goatscape". Why goats you ask? If enough people ask I will tell you. Total development time was about 2 months with three developers and two artists. Please enjoy some screenshots here...

66.49.229.127/gamma/26-Nov-2006.jpg66.49.229.127/gamma/26-Nov-2006-2.jpg66.49.229.127/gamma/26-Nov-2006-3.jpg
Enemies are effected by the music by how much bass beat energy there is in the song being played. The handy beat detection code was supplied the famous Shawn McGrath. Visit his site here.

More info about GAMMA01 can be found here.

I have to say this game was a real pleasure to develop using TGB. The content pipeline for Torque is simply fantastic and that was clearly evident working on Goatscape. The toughest part was integrating the beat detection code and the FMOD sound library into the TGB executable. Thankfully it only took about a week to get it all done.

You can now download Goatscape here

#1
11/27/2006 (12:24 am)
Looks cool I'm downloading it now. Any chance for a resource on the beat detection?
#2
11/27/2006 (11:36 am)
Hey Tom I would be happy to do up a resource for beat detection. It was kind of sloppy and clumsy how I integrated stuff to work with TGB but it did work so I would be happy to post what I did. The high level overview was I created a static library linked into the main TGB executable. I was worried OpenAL may conflict with FMOD but thankfully I had no such problems. I will confirm with Shawn McGrath that he is ok with this which I expect he will be.