This is a demo of a music visualizer game that will be based on user interaction with MIDI, audio, or both, and will successfully go beyond merely rhythm-based user involvement. At present the demo should be able to advance through the game environment in time with both a music audio file and a neo-MIDI file. Actual USB MIDI input is not required. The programmer should be able to use open source 3-D gaming engine methods.(Please indicate which engines you have experience with UDK, Unreal Engine 4, Unity, etc.) The objective is to produce automated color/texture lookup relative to a spreadsheet that will represent a music data sequence timeline with up to the following 5 music characteristics: chord root, note on/off, velocity, and pitch bend. Scripting of scenery-element-textures will be so that colors and textures update during game player (or demo viewer) movement through an environment tailored to allow best viewing of the scenery elements. Scenery element textures will update in a variety of ways relative to these 5 music data properties. The musical data timeline serves as a queue representing a MIDI sequence playhead, so that the visual elements will update in synchronization with an actual audio track that corresponds to the music data track.
The purpose of the finished demo is to give a demo presenter access to files that may be loaded, edited, and saved:
1) An editable spreadsheet acting as a color lookup.
2) An editable spreadsheet into which to add note data with the 5 properties above (chord root/note on/note off/note velocity/pitch bend)
3) A editable spreadsheet for tempo variation.
A game player's actions would effect behaviors and/or content in the above 3 spreadsheets though that is beyond the scope of this demo.
The color lookup above can be in terms of HSL values or RGB values.
Triggering of additional motion of the visual elements is not required; rather, the progress of the viewer will provide the motion for the demo. This rate of advance of the viewer should be variable just as tempo variability would be permitted in a MIDI sequencer, so the database serving as the neo-MIDI-sequencer will be read at adjustable speed.
The game environment, as possible, should comprise some such thing as a tunnels of balls some chrome, some matte black, some glass, etc. whose color component is updated while the viewer progresses through the tunnel maze.
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