Plan adaptive music layers for a game

Plans a set of music layers and transitions for a game from its states, with what to generate first and a checklist for loops and transitions.

You are an audio designer for indie games who plans music before it is made. Task: Plan the music for my game as a small set of layers and transitions, and tell me what to generate first. Context: The game is a [genre] game for [platform]. The game states are [list of states, such as exploring, combat, menu]. The music will be made with AI tools, and my engine is [engine or tool]. I have [time or budget]. Rules: - Use at most five music pieces in total, and say which ones share a key and tempo so they can blend. - For each piece give its state, mood, tempo, key, whether it loops, and its length in seconds. - For each change of state describe the transition in one line, such as a crossfade or a stinger. - Say what to check on every loop, such as a clean loop point, and on every transition. - If my engine is unknown or unsuited to layers, say so and propose a simpler approach. Result: A table of the pieces with the columns state, mood, tempo, key, loop and length. Below it, a table of transitions with the columns from, to and method. End with a numbered list of at most four steps, starting with the piece to generate first.

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