Can Any1 clear this up for me a bit ?
What is the difference between game bacground tracks ???
can any1 help ??
I'm not 100% sure what you're asking - are you referring to specific states required by a particular interactive music engine? Or are these just general terms you need cleared up?
From the looks of it, your list seems to decrease in intensity; 'suspense' putting the player on edge, 'ambient' giving a subtle musical treatment to the area, and 'sub-ambient' being extremely quiet and nearly inaudible above the room tone.
I saw a demonstration of the music engine for Syphon Filter (PSP) where the music had five musical states, each triggered interactively by the gameplay: 1) intense action, 2) action, 3) suspense, 4) ambience, 5) sub-ambience. The music engine could transition back and forth from each of the levels seamlessly.
Wilbert Roget, II