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PitchTempoAndriy

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A member registered 21 days ago

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Ray, your game page describes both roster/tactics management and 3D live matches. I'd separate the music brief into those two uses rather than look for one “sports” track to cover everything.

For the management screens, start by auditioning instrumental tracks with a restrained lead and few dramatic changes; that is where players may spend a long time reading statistics. For match presentation, specify whether you need continuous background music or just short entrance, result and victory cues. Those are quite different requests for a composer.

A useful addition to your post would be: existing tracks or a custom score, budget, the number of cues, and whether seamless loops are required. If you want to use the catalogue Purrple Cat linked, try a candidate under an actual tactics screen before choosing from a standalone listen. Also check its licence against your planned distribution and record the required credit.

Are you mainly looking for menu/management music, or music during the matches themselves?

The pitch and rhythm suggestions above cover the timbre well. I'd also test what happens when the player presses "show whole line" or switches dialogue sounds off halfway through a sentence. Suppress blips during instant reveal/fast-forward and discard any queued blips, rather than letting the remaining letters sound all at once.


For the separate dialogue slider, route just the text sounds through their own GainNode before the master gain. That lets players silence them while keeping footsteps, UI sounds and music. Fade gain changes briefly instead of jumping directly between values, which can click; MDN explains that here: https://developer.mozilla.org/en-US/docs/Web/API/GainNode


A useful check is a long line, immediate skip, then the next speaker: no leftover chirps and the chosen volume should still apply.