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Interactive music
Music Sound
Interactive music
Interactive music also known as nonlinear music or
adaptive music, is synonymous with
soundtracks to
interactive media and in particular computer games.
Recently there has become an increasing trend away from detached linear
scores similar to those found in the linear narratives of film, in favor of
advanced, carefully designed audio, more tightly integrated with the gameplay in
today’s interactive entertainment titles. We are now at the stage where a musical score is able
to adapt in real-time to what is happening in a game.
The music in a game is able to
adapt to a users movements through a storyline using two techniques. Horizontal
re-sequencing is the method by which pre-composed segments of music can be
re-shuffled according to a players’ choice of where they go in the storyline or
environment. Vertical re-orchestration is the technique of changing the mix of
separate parts of an on-going loop, relative to a players movement within the
narrative of a game. Recent games such as Bungie Studios' Halo 2 (2005) employ a mixture of these techniques to create
their tightly integrated soundtracks.
In the context of performance, interactive music indicates performer/composer
to computer interaction, while in the past it most often specified performer to
audience interaction. According to composer Todd Winkler (2001), interactive music is "a
music composition or
improvisation where
software interprets a live performance to affect music generated or modified by
computers," however, as he also points out, all music is "interactive" to a
certain extent. At one end of a spectrum he puts a conductor led large ensemble such as in Romantic era
classical music, and on the other
free jazz,
he suggests examining examples of
musician to
musician interaction as potential models for computer to musician interaction.
Don Buchla designs many electronic and virtual instruments which are used in interactive music.
Interactive music as a self-contained work of art, made viable with the
advent of multi-channel, multimedia PCs and delivered on CD-ROM, was pioneered
by UK artists,
Modified. The release of frEQuency in 1996 and Chillas in 1997, both authored
with Macromedia's Director, gave users realtime facilities to mix hundreds of
samples within an 8-track virtual studio space. Besides offering non-linear
musical compositions, these titles also featured generative algorithms acting as
seeding elements to produce never-ending mixes of the onboard audio samples.
Despite wide critical acclaim, Modified ceased creative output in 2000 and although rumours abound of a new
interactive DVD release, no new titles have been forthcoming.
Nintendo release Electroplankton in 2005 for the Nintendo DS. In it the
player is able to generate unique compositions using plankton like creatures, each being a type of "instrument".
Source
- O’Donnell, M, (2002) ‘Producing Audio for Halo’
http://halo.bungie.org/misc/gdc.2002.music/
- Winkler, Todd (2001, 1998). Composing Interactive Music: Techniques
and Ideas Using Max. Cambridge: The MIT Press.
ISBN 026223193X.
See also
External links
Home | Up | Chiptune | Gametrack | Interactive music | Music disk | Music video game | VGM
Music Sound, v. 2.0, by MultiMedia
This guide is licensed under the GNU
Free Documentation License. It uses material from the Wikipedia.
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