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Mini Metro : The Underpinnings of a Musical Subway

Talkat Konsoll 2016 · on Wednesday, 2016-10-19· [game-development]
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Design documents and prototypes show a procedurally driven soundtrack that maps game objects to musical language: lines get a pitch and rhythm, stations supply percussive shapes, trains act like simple sequencers and change timbre when carrying riders. Implementation uses Unity with a G‑Audio plugin after FMOD proved unwieldy, prioritizes subframe scheduling and a quantized pulse on audio thread so gameplay syncs to sound, and requires the audio engine to start the game. Iteration spans months of prototypes and city‑specific harmonic/rhythm presets and G-Audio integration with trains switch from noise to tonal when carrying passengers.

AI-written summary · about

  1. 0:00Start
  2. 2:25Mini Metro
  3. 12:51Audio Prototyping
  4. 24:01Quantized System
  5. 24:50G Audio
  6. 28:03Perpetual Iteration
  7. 35:04Trains
  8. 35:19Engines
  9. 42:28Sine Waves
  10. 44:27Game Design
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