# Seamless transitions for complicated adaptive music systems

**URL:** <https://qa.fmod.com/t/seamless-transitions-for-complicated-adaptive-music-systems/19480>\
**Category:** FMOD Studio\
**Created:** [November 5, 2022, 8:08am UTC](https://qa.fmod.com/t/seamless-transitions-for-complicated-adaptive-music-systems/19480 "2022-11-05T08:08:52Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![AudioDread](https://avatars.discourse-cdn.com/v4/letter/a/8edcca/32.png) [@AudioDread](https://qa.fmod.com/u/AudioDread)\
**Post date:** [November 5, 2022, 8:08am UTC](https://qa.fmod.com/t/seamless-transitions-for-complicated-adaptive-music-systems/19480/1 "2022-11-05T08:08:52Z")

</div>

I have an adaptive music system where a parameter fades in different layers of the music based on how many enemies are locked onto you. The issue I’m running into is when I transition between levels, each level has it’s own music with it’s own adaptive audio systems that each have 7+ instruments that fade in and out dynamically. What’s the best way to seamlessly transition between these groups of dynamic music layers? For example if I have level 1 which has 7 tracks with it’s own paramaters and I want to transition into level 2 that has 8 tracks with it’s own parameters do I still just put all of it into one massive timeline on one event or is there a cleaner way when you’re working with dozens or more instruments.

---

<div class="post-metadata">

**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [November 6, 2022, 6:30pm UTC](https://qa.fmod.com/t/seamless-transitions-for-complicated-adaptive-music-systems/19480/2 "2022-11-06T18:30:42Z")

</div>

Can you be more specific about the problems you encounter, and show some exemples?
