An Introduction to Procedural Music in Video Games

This article outlines some of the procedural music techniques that have been used, are being used, and may be used in the future in video games. The author examines different approaches to procedural composition and the control logics that have been used in the past, using a distinction between transformational and generative algorithms, and discusses reasons for the adoption of these techniques in games. She then examines why procedural music has not been more widely used by game composers and sound designers, and explores potential future directions in the area.

[1]  Andrew R. Brown,et al.  Dynamic response: real-time adaptation for music emotion , 2005 .

[2]  Ralph Bellofatto,et al.  QSketcher: an environment for composing music for film , 2002, ICMC.

[3]  Andrew R. Brown,et al.  A framework for comparison of process in algorithmic music systems , 2005 .

[4]  David Birchfield,et al.  Generative model for the creation of musical emotion, meaning, and form , 2003, ETP '03.

[5]  Mikael Fridenfalk,et al.  The soundtrack of your mind: mind music - adaptive audio for game characters , 2006, ACE '06.

[6]  L Parry A scripted sample-based music system for game environments using .NET , 2004 .

[7]  Suneil Mishra,et al.  The "mkmusic" System - Automated Soundtrack Generation for Computer Animations and Virtual Environments , 1999 .

[8]  Peter S. Langston 201 644-2332 or Eedie & Eddie on the Wire: An Experiment in Music Generation , 1986, USENIX Summer.

[9]  Andrew R. Brown,et al.  Investigating Morphing Algorithms for Generative Music , 2005 .

[10]  Cristyn Magnus,et al.  Aesthetics, Score Generation, and Sonification in a Game Piece , 2006, ICMC.

[11]  Roland Edwin Vane,et al.  Composer-Centered Computer-Aided Soundtrack Composition , 2006 .

[12]  Karen Collins,et al.  Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design , 2008 .

[13]  Kelvin Grove Metascore : User Interface Design for Generative Film Scoring , 2008 .

[14]  Adam Prügel-Bennett,et al.  CBS: a concept-based sequencer for soundtrack composition , 2003, Proceedings Third International Conference on WEB Delivering of Music.

[15]  Andy Farnell An introduction to procedural audio and its application in computer games , 2007 .

[16]  Susan Luckman Review: Collins, K. (ed) (2008) From Pac-Man to Pop Music: Interactive Audio in Games and New Media. Aldershot: Ashgate , 2009 .