The slides for my seminar on adaptive music at the Charles University in Prague // Introduction to the topic of adaptive music // Music Design // Sequence Music Engine // On development of the Kingdom Come: Deliverance soundtrack.
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Adaptive Music in Video Games (2018)
1. ADAPTIVE MUSIC
IN VIDEO GAMES
Adam Sporka
DCGI, CTU Prague; Warhorse Studios; welove.audio
@adam_sporka
Charles University 05/22/18
2. What I Do
welove.audio
CTO
Middleware for adaptive music for game developers
Warhorse Studios
Adaptive Music Designer
Author of part of the music in Kingdom Come: Deliverance
Czech Technical University
Department of Computer Graphics and Interaction
Associate Professor
Research in audio-based human–computer interaction
3. • Musicians?
• Custom ringtone?
• Custom acoustic alerts on desktop?
• Used sound in your project?
Welcome!
13. Purpose of Sound in UI
• Interaction modality (input and output)
• Alerts
• Widget sounds
• Presentation of data
• Mood setters
• Sound branding
14. Describing Sound and Music
Signal
Acoustic
field
Tone, Stroke
Sequence
Concord
Composition
Environment
Reverberation
Vibration
Distribution
Spectrum
Volume
Periodicity
Pitch
Length
Volume Accord
Interval
Harmony
Rhythm
Tempo
Phrase
Loop
Soundtrack
Intention
Playlist
Genre
← science art →
15. Fuzzy Terminology of Adaptive Music
• What it does:
– Adaptive music
– Responsive music
– Reactive music
– Interactive music
• How it is done:
– Procedural music
– Algorithmic music
– Composed music
16. Purpose of Music
• Tradition
• Declaration / Affirmation of genre
– “Yes, this is an 8-bit retro”
– “Ah yeah, 1870s, North America”
– “Medieval Europe”
17. Purpose of Music
• Presentation of emotion
– Valence of emotion (happy, joyful, depressing…)
– Actor-based vs. world-based
• Suppression of ratio
– People are less analytic
18. Purpose of Music
• Setting the expectations
– Difficulty
– Game pace
• “Sonification” of the game status
– Changes of music over time indicate changes in game
19. Purpose of Music
• Theme music
– Feature
– Recognizable theme
– Elaborate
– Genre announcer
– Everyone will hear this
• Underscore
– Background
– Mood setter
– Does not distract
– Can be listened to
throughout the gameplay
20. Silence
• Careful dosage of music
– Used to emphasize music
– There shouldn’t be too much music
• Complete silence →
– “Something wrong with my speakers?”
– “Surprise sonic blast!”
• Keep some ambient sounds!
29. Static Soundtrack
• Pengon (1984, Atari 800XL)
– One music loop
– Game over stinger
• U.F.O. Enemy Unknown (1994, MicroProse)
• Nimble Quest (2013, NimbleBit)
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31. Nimble Quest
• 2013; NimbleBit; iOS, Android
• Arcade / RPG
• Early 2000s pixel art graphics
32. Static vs. Interactive Soundtrack
• Adaptive Music = Dynamic Music
– More complex control of the music playback
– Engine “aware” of the state of the game
• Music space
– Contexts of game
• Exploration, stealth, combat, minigames …
– Variables characterizing the state of game
• Health status, imminent loss, expected victory, …
33. Fallout: New Vegas
• 2010; Obsidian Entertainment
• In-game music
– Two layers, often playing simultaneously:
– (1) Loops
• Battle, Dungeon, Locations, …
• Layered compositions
– Layers inside a layer
• Different control variables: Location, Time of day, ...
– (2) Incidental music
• Creepy, Day, Night, Peaceful
• Radio songs
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38. Dialog
• Do not play music while someone is talking!
– Fine print: Except, of course, when you feel like it
• Fine print below fine print: Know why you like it, though.
50. Genre
• Inhabited areas
– Period music
• Nature
– “Timeless”
• Underground
– Sound design
• Forests
– Silence (intended so)
• Consistent vocabulary of themes
• Consistent instrumentation
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54. KC:D Music Design
• Exploration
– Location-based
– Weather
– Recent crime
– Ambient, slow-paced
– Landscape
– Environment
• Action
– Stealth
– Combat
– Chase
– Fast-paced
– Player vs enemy
– Player’s health
55. KC:D Music Design
• Alternating between silence and music
– Combat always has music
– Villages alternate between music and silence
– Forests will be mostly without music
• Sparse usage of themes
• Usage counters
• Timeouts and Priorities
56. KC:D Music Design
• Is “combat” always more important than “exploration”?
• Should music always follow the player’s activity?
• Rigid responses – consistency
• Loose responses – interestingness
• When does a piece of music become unsuitable?
• Weather
• Story development
• “Karma” of a place
65. Music Transitions in KC:D
• Genre: Symphonic music
– Continuous harmonic progressions / voicing
– Crossfade not an option
– One track at the time
– (Unlike techno / electronica)
➔ Resequencing
66. Music Transitions in KC:D
• “Seamless transitions”
– Exploration music
– No hurry
– 15 seconds
78. Further Tricks
• Traditional scoring
• Creative freedom
• Musicians involved early in the game development
• Close link between the devs and musicians
• Own adaptive music middleware