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Adaptive music is music which changes in response to real-time events or user interactions, found most commonly in video games. [1] It may change in volume, arrangement, tempo, and more. Adaptive music is a staple within the role-playing game genre, often being used to change the tone and intensity of music when the player enters and leaves combat. [2] Music video games, in which a core gameplay element involves player interaction with music, also have fundamentally adaptive soundtracks.
The first example of adaptive music is generally said to have been in Space Invaders by Taito in 1978. The game's simple background music, a four-note ostinato which repeats continuously throughout gameplay, increases in tempo as time goes on and the aliens descend upon the player. [3] However, this music could also be considered sound effects for the aliens' movement, so some argue this is not an example of adaptive music.
Other early examples of adaptive music include Frogger by Konami from 1981, where the music abruptly switches once the player reaches a safe point in the game, and Sheriff by Nintendo from 1979, where different pieces of music play in response to events such as a condor flying overhead or bandits approaching the player.
George Lucas' video game development group LucasArts (before becoming Lucasfilm Games) created and patented the iMUSE interactive music system in the early 1990s, which was used to synchronise video game music with game events. [4] [5] The first game to make use of this system was Monkey Island 2: LeChuck's Revenge in 1991.
Vertical orchestration is the technique in which the music's arrangement is changed. Musical layers are added and removed in response to game events to affect the music’s texture, intensity, and emotional feel without interrupting the flow of music. [1] Layers are generally faded in and out for smoother transitions.
In video games, this technique may be used for more subtle game events than horizontal re-sequencing, such as an increase or decrease in intensity during a battle.
Horizontal re-sequencing is the technique in which different pieces of music are transitioned between. Musical pieces in a “branching” sequence are transitioned between in response to game events. The most simple kind of transition is a crossfade; when triggered by an event, the old piece is faded out while the new piece fades in. [1] Another kind is phrase branching; in this case, the change to the next segment starts when the current musical phrase has ended. [6] Another kind involves using dedicated "bridge" transitions, which are sections of music composed to join the two pieces of music together. [1]
In video games, this technique may be used for more significant game events, such as a change in location, beginning of a battle, or opening of a menu, as it generally draws more attention and makes a greater impact than vertical orchestration.
Some video games generate musical content live using algorithms instead of relying solely on pre-made musical pieces (such as in horizontal re-sequencing and vertical orchestration).
Spore uses an embedded version of the music software Pure Data to generate music according to certain game events such as the phase of gameplay, the player's actions in the "creature editor", and the duration of the gameplay session. [7] In addition, Ape Out features a procedurally generated jazz soundtrack which changes based on the intensity of gameplay and the players inputs. [8]
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Some video games, such as Rez and Extase , synchronise their sound effects with the background music after being triggered by the player to blend them with the music. This is done by delaying playback of the sound effects until the beginning of the next bar or measure. Dead Space 2 is another example of this. The background music appears to be arranged into four layers, each a stereo track corresponding with a specific level of "fear". Each of these layers is then either individually or collectively mixed during gameplay depending on a variety of game variables, such as the distance the player is from enemies. [9] This creates an interactive musical landscape in which the player's actions actively and instantaneously take part, enhance, shape and influence the music.
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The music game Sound Shapes uses an adaptive soundtrack to reward the player. As the player improves at the game and collects more "coins", the soundtrack, which is entirely composed of the melodies and beats created by these "coins", intensifies.[ citation needed ]
Michael Z. Land is an American video game composer and musician best known for his scores for various games produced by LucasArts.
Monkey Island 2: LeChuck's Revenge is an adventure game developed and published by LucasArts in 1991. Players control the pirate Guybrush Threepwood, who searches for the legendary treasure of Big Whoop and faces the zombie pirate LeChuck.
Video game music (VGM) is the soundtrack that accompanies video games. Early video game music was once limited to sounds of early sound chips, such as programmable sound generators (PSG) or FM synthesis chips. These limitations have led to the style of music known as chiptune, which became the sound of the first video games.
Sound design is the art and practice of creating soundtracks for a variety of needs. It involves specifying, acquiring or creating auditory elements using audio production techniques and tools. It is employed in a variety of disciplines including filmmaking, television production, video game development, theatre, sound recording and reproduction, live performance, sound art, post-production, radio, new media and musical instrument development. Sound design commonly involves performing and editing of previously composed or recorded audio, such as sound effects and dialogue for the purposes of the medium, but it can also involve creating sounds from scratch through synthesizers. A sound designer is one who practices sound design.
A music video game, also commonly known as a music game, is a video game where the gameplay is meaningfully and often almost entirely oriented around the player's interactions with a musical score or individual songs. Music video games may take a variety of forms and are often grouped with puzzle games due to their common use of "rhythmically generated puzzles".
iMUSE is an interactive music system used in a number of LucasArts video games. The idea behind iMUSE is to synchronize music with the visual action in a video game so that the audio continuously matches the on-screen events and transitions from one musical theme to another are done seamlessly. iMUSE was developed in the early 1990s by composers Michael Land and Peter McConnell while working at LucasArts. The iMUSE system was patented by LucasArts in 1994, after being added to the fifth version of the SCUMM game engine in 1991.
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in 1948, first seen in the game Nim. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. One of the most infamous examples of this NPC technology and gradual difficulty levels can be found in the game Mike Tyson's Punch-Out!! (1987).
Final Fantasy VII is a role-playing video game by Square as the seventh installment in the Final Fantasy series. Released in 1997, the game sparked the release of a collection of media centered on the game entitled the Compilation of Final Fantasy VII. The music of the Final Fantasy VII series includes not only the soundtrack to the original game and its associated albums, but also the soundtracks and music albums released for the other titles in the collection. The first album produced was Final Fantasy VII Original Soundtrack, a compilation of all the music in the game. It was released as a soundtrack album on four CDs by DigiCube in 1997. A selection of tracks from the album was released in the single-disc Reunion Tracks by DigiCube the same year. Piano Collections Final Fantasy VII, an album featuring piano arrangements of pieces from the soundtrack, was released in 2003 by DigiCube, and Square Enix began reprinting all three albums in 2004. To date, these are the only released albums based on the original game's soundtrack, and were solely composed by regular series composer Nobuo Uematsu; his role for the majority of subsequent albums has been filled by Masashi Hamauzu and Takeharu Ishimoto.
This article contains a list of cinematic techniques that are divided into categories and briefly described.
Super Mario Galaxy is a 2007 platform game developed and published by Nintendo for the Wii. It is the third 3D game in the Super Mario series. As Mario, the player embarks on a quest to rescue Princess Peach and save the universe from Bowser, after which the player can play the game as Luigi for a more difficult experience. The levels consist of galaxies filled with minor planets and worlds, with different variations of gravity, the central element of gameplay. The player character is controlled using the Wii Remote and Nunchuk and completes missions, fights bosses, and reaches certain areas to collect Power Stars. Certain levels also use the motion-based Wii Remote functions.
Flower is a video game developed by Thatgamecompany and published by Sony Computer Entertainment. It was designed by Jenova Chen and Nicholas Clark and was released in February 2009 on the PlayStation 3, via the PlayStation Network. PlayStation 4 and PlayStation Vita versions of the game were ported by Bluepoint Games and released in November 2013. An iOS version was released in September 2017, and a Windows version was released in February 2019, both published by Annapurna Interactive. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In Flower, the player controls the wind, blowing a flower petal through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary wind turbines. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.
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Fantasia: Music Evolved is a 2014 motion-controlled rhythm game developed by Harmonix and published by Disney Interactive Studios for the Xbox 360 and Xbox One with Kinect. The game is the interactive successor to Walt Disney Animation Studios' 1940 animated film Fantasia and its 1999 sequel Fantasia 2000, both of which it is based upon.
Hohokum is a 2014 art video game developed by Honeyslug and published by Sony Computer Entertainment for PlayStation 3, PlayStation 4, and PlayStation Vita, and by Annapurna Interactive for Microsoft Windows. The player controls a snake-like creature to explore 17 whimsical worlds with no set objectives. The developers, who began development in 2008, compared the concept to flying a kite and were inspired by free London museums, Portmeirion, and indigenous cultures. It was released on August 12, 2014, and features a soundtrack by Ghostly International artists. The game received "generally favorable reviews", according to video game review score aggregator Metacritic. Critics appreciated the game's presentation, including its art and music, but felt that the gameplay turned to drudgery towards its end and that the objectives were too vague.
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The music for the video game Grim Fandango was composed and produced by Peter McConnell and published by LucasArts in 1998. The soundtrack is a mix of South American folk music, jazz, swing and big band sounds, for the game story filled with adventure and intrigue set in a unique combination of film noir and Mexican folklore's Day of the Dead. The soundtrack garnered critical acclaim and remained subject of positive reviews and inclusion in critics' rankings for the two decades after its first release. The soundtrack was praised both as a stand-alone musical experience, as well as for its outstanding contribution to the overall game experience; capturing the spirit of the game, "gluing" the story together, and becoming "integral" to the success of the game.
Frustrated with the state of music in games at the time, two composers at LucasArts Peter MccConnell and Michal Land created one of the first adaptive music systems, called iMuse. iMuse (Interactive MUsic Streaming Engine) let composers insert branch and loop markers into a sequence that would allow the music to change based on the decisions of the player. The iMuse engine was one of the first significant contributions to interactive music for video games. Its importance in shaping many of the techniques that you see in video games today cannot be overemphasized. (...) Other excellent iMuse titles includes Grim Fandango (1998), which features an incredible jazz-based soundtrack composed by Peter McConnell. (...)