OD and non-x/4 ts changes

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  • #393767

    I’m working on some songs that uses x/8 and x/16 time signature changes, “The Helix Nebula – Meridian EP” (That’s right, the whole EP <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_wink.gif” />).

    And I’m just wondering if it has the same effect in RB3 as it does Phase Shift, where it makes the OD run out faster.

     

    I’m adding them accordingly as they should be and there are no problems, this question is purely for curiosity.

    #467032
    Farottone
    Keymaster

      The BEAT track is what controls OD depletion, if I’m not mistaken (one of those things that keep escaping my available RAM). So, depending on how you treat your time signatures inside the track you need more or less OD to compensate.

      #467033

      That makes sense.

       

      Thanks for the quick answer. <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

      #467036

      Do the songs where the overdrive depletes faster have a BEAT note on every beat of the x/8 or x/16 measures? That would generally cause OD to deplete more quickly in RB3 (and likely PS as well), as the game would just read the BEAT track as being double-tempo 3/4, essentially.

       

      Ideally you would have a BEAT note only on the quarter note beats of those measures (ex. 3 notes per 6/8 measure, though you would need to do some fiddling for (odd#)/8 or 16 measures), which would keep the overdrive depleting at the same rate and keep the animations from going all herky-jerky.

      #467047

      @BearzUnlimited

       

      That info is really helpful, thanks. <img decoding=” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” />

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