I am a new scripter who got accepted into the devforum recentely. So please don’t make fun of my current skills.
So some of you may know RVVZ’s game “Track Mash”. That game contains screen effects that zoom and cause blur depending on the sound’s PlaybackLoudness, and I was just wondering on how I would do that, as I am working on a “Vibe” game. (New trend.) and I think that that one effect would really help the game grow.
Hi anonymous6778, first, welcome to the DevForum. Nobody will make fun of you, since we all go through the same moment in which we did not know how to write print("Hello world!") on the console, and after attempts, mistakes, and learn from mistakes, and from community, we have acquiring more knowledge and, little by little, we were achieving better things.
To achieve effects like these, you can learn more about the Blur effect here.
According to what you explain to me, what could help you is to change the Size of the Blur relatively with the PlaybackLoudness of the sound.
Are you able to show an example of what you mean? Some of us haven’t played Track Mash and would appreciate a visual example of what you’d like to accomplish without going to the game itself.
By the way, its creator is on the DevForum, so you could also ask him if he’s willing to impart the know-how on accomplishing this kind of system.
All the the players including yourself are animated on the client through a RunService.RenderStepped loop. I simply achieve the bass drop effect by having the PlaybackLoudness go over a specific value, and most songs in the game have a different level of this value.
E.g.
local Value = game.ReplicatedStorage.Songs["Name"].AmountValue.Value
if Sound.PlaybackLoudness > Value then
BassHit()
end