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ADAPTIVE MUSIC
IN VIDEO GAMES
Adam Sporka
DCGI, CTU Prague; Warhorse Studios; welove.audio
@adam_sporka
Charles University 05/22/18
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
• Musicians?
• Custom ringtone?
• Custom acoustic alerts on desktop?
• Used sound in your project?
Welcome!
INSTITUTE OF INTERMEDIA
DEPARTMENT OF COMPUTER GRAPHICS AND INTERACTION
CZECH TECHNICAL UNIVERSITY IN PRAGUE
Avalon Adaptive Audio
welove.audio
https://www.youtube.com/watch?v=8xrzKzehZJI
@adam_sporka
@adam_sporka
Jan ValtaAdam Sporka
Photo by Pavel Dobrovský
Get your copy via http://kcdsoundtrack.com
Purpose of Sound in UI
• Interaction modality (input and output)
• Alerts
• Widget sounds
• Presentation of data
• Mood setters
• Sound branding
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 →
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
Purpose of Music
• Tradition
• Declaration / Affirmation of genre
– “Yes, this is an 8-bit retro”
– “Ah yeah, 1870s, North America”
– “Medieval Europe”
Purpose of Music
• Presentation of emotion
– Valence of emotion (happy, joyful, depressing…)
– Actor-based vs. world-based
• Suppression of ratio
– People are less analytic
Purpose of Music
• Setting the expectations
– Difficulty
– Game pace
• “Sonification” of the game status
– Changes of music over time indicate changes in game
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
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!
Credit: Pavel Karafiat, Tovarna na absolutno
https://giphy.com/gifs/penguin-snow-8t1GZmoHGsIsE
Music Design
What We Need to Know
• Number of hours of gameplay
• Activities in the game
• Cutscenes
• Specific dramaturgy
Music Design Decisions
• Music genre
• Pre-rendered music or generated music
• Number of compositions
• Transition techniques
Static Soundtrack
• Early games
• Simpler games
• Level-based games
Static Soundtrack
• Pengon (1984, Atari 800XL)
– One music loop
– Game over stinger
• U.F.O. Enemy Unknown (1994, MicroProse)
• Nimble Quest (2013, NimbleBit)
Nimble Quest
• 2013; NimbleBit; iOS, Android
• Arcade / RPG
• Early 2000s pixel art graphics
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, …
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
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.
KC:D Music
KC:D Music
• 1400s
• “dungeons, no dragons”
• open world, sandbox RPG
• Typical for open-world RPGs:
– Multiple contexts
• Landscape exploration
• Combats, battles
• Dialogs
– Unknown order of those contexts
KC:D Music
• Film-like score
• Live orchestral recordings
• Music produced using sample banks
• Period music (instrumental & vocal)
@adam_sporka
@adam_sporka
@adam_sporka
@adam_sporka
@adam_sporka
Bakchus
Genre
• Influences
– Zdeněk Liška (Markéta Lazarová)
– William Stromberg
– Luboš Fišer
– John Williams
Genre
• Inhabited areas
– Period music
• Nature
– “Timeless”
• Underground
– Sound design
• Forests
– Silence (intended so)
• Consistent vocabulary of themes
• Consistent instrumentation
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
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
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
Transitions
KC:D Music Design
• Traditional adaptive music techniques:
– Resequencing
– Reorchestration
– Modulation
– Generative art
Resequencing
Reorchestration
“The Space Game” by CasualCollective.com (2009)
Modulation
@adam_sporka
Leonard Paul, Sim Cell, 2013
Generative Music
Sequence Music Engine
in Kingdom Come: Deliverance
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
Music Transitions in KC:D
• “Seamless transitions”
– Exploration music
– No hurry
– 15 seconds
Seamless Transitions
Design by Adam Sporka and Jan Valta
The Three Alephs
• ℵ1
C, strings
• ℵ2
E, brass instruments
• ℵ3
G#, strings
<demo>
Transition Handling
• “Transition via cinels”
– Exploration → Action
– ASAP!
– 1 second
Design by Adam Sporka and Jan Valta
Transitions via “Cinels”
<demo>
Components of Music
• Scene Patterns
– Can start from silence
– Can seamlessly change
– End in silence
• “Branches”
• “Intros”
• “Alephs”
Components of Music
• Nibbles
– Start from silence
– End in silence
– May have branches
• Action Patterns
– “Cinels”
Tricks
• We let tracks “bleed” one into another
“Oomph”
Tricks
Tricks
Further Tricks
• Traditional scoring
• Creative freedom
• Musicians involved early in the game development
• Close link between the devs and musicians
• Own adaptive music middleware
Links
• https://soundcloud.com/warhorse_studios
• https://soundcloud.com/adam_sporka
• http://kcdsoundtrack.com
• Twitter: @adam_sporka

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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!
  • 4. INSTITUTE OF INTERMEDIA DEPARTMENT OF COMPUTER GRAPHICS AND INTERACTION CZECH TECHNICAL UNIVERSITY IN PRAGUE
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  • 10. Jan ValtaAdam Sporka Photo by Pavel Dobrovský
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  • 12. Get your copy via http://kcdsoundtrack.com
  • 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!
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  • 22. Credit: Pavel Karafiat, Tovarna na absolutno
  • 25. What We Need to Know • Number of hours of gameplay • Activities in the game • Cutscenes • Specific dramaturgy
  • 26. Music Design Decisions • Music genre • Pre-rendered music or generated music • Number of compositions • Transition techniques
  • 27. Static Soundtrack • Early games • Simpler games • Level-based games
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  • 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.
  • 40. KC:D Music • 1400s • “dungeons, no dragons” • open world, sandbox RPG • Typical for open-world RPGs: – Multiple contexts • Landscape exploration • Combats, battles • Dialogs – Unknown order of those contexts
  • 41. KC:D Music • Film-like score • Live orchestral recordings • Music produced using sample banks • Period music (instrumental & vocal)
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  • 49. Genre • Influences – Zdeněk Liška (Markéta Lazarová) – William Stromberg – Luboš Fišer – John Williams
  • 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
  • 58. KC:D Music Design • Traditional adaptive music techniques: – Resequencing – Reorchestration – Modulation – Generative art
  • 60. Reorchestration “The Space Game” by CasualCollective.com (2009)
  • 62. @adam_sporka Leonard Paul, Sim Cell, 2013 Generative Music
  • 63. Sequence Music Engine in Kingdom Come: Deliverance
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  • 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
  • 67. Seamless Transitions Design by Adam Sporka and Jan Valta
  • 68. The Three Alephs • ℵ1 C, strings • ℵ2 E, brass instruments • ℵ3 G#, strings
  • 70. Transition Handling • “Transition via cinels” – Exploration → Action – ASAP! – 1 second
  • 71. Design by Adam Sporka and Jan Valta Transitions via “Cinels”
  • 73. Components of Music • Scene Patterns – Can start from silence – Can seamlessly change – End in silence • “Branches” • “Intros” • “Alephs”
  • 74. Components of Music • Nibbles – Start from silence – End in silence – May have branches • Action Patterns – “Cinels”
  • 75. Tricks • We let tracks “bleed” one into another
  • 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