How do I create music based gameplay?

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Post » Thu Jul 17, 2014 11:59 pm

So this is quite a complex feature that I'm not sure is possible, so I need to ask. Is it possible to create music based gameplay within construct 2? With the relatively new audio object update I was wondering if it might be. The best way I can imagine is to take an audio visualizer and then use the different bars as variables. To detect if audio levels cross a certain threshold, be it volume or pitch, and to determine tempo or bpm would allow for audio surf like possibilities.
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Post » Fri Jul 18, 2014 12:20 am

I've no experience in analyzing audio, but I did notice this while looking over audio effects, today: https://www.scirra.com/manual/109/audio#h2ix10

And here are the associated expressions: https://www.scirra.com/manual/109/audio#h2ix11

Something like this, maybe?

Edit: I like how after posting about the analyser, two more posts with less information were posted, hahah. More users posting the better, just maybe if you guys down below could provide more info, that would be better.
Last edited by DatapawWolf on Fri Jul 18, 2014 12:53 am, edited 2 times in total.
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Post » Fri Jul 18, 2014 12:25 am

Analyser is what you need ;)
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Post » Fri Jul 18, 2014 12:26 am

File:New: search for audio -> Audio analyser
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Post » Fri Jul 18, 2014 10:15 pm

Thanks guys, I think I can decipher a form of tempo by determining the average distance in peakLevel every second or something, I'm not sure if I should use rms level instead or something though. Then have a major change on major drops or something. Not sure if there will be a noticeable difference though in game-play in somewhat similar songs, I'll have to test stuff out.
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