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first cue is faded out while the second cue fades in. A more elaborated technique when using this method is phrase branching. In this case the change to the next segment starts when the current musical phrase is ended. A more sophisticated and flexible technique are dedicated transitions. Transitions are triggered when switching between different segments. These transitional elements make the changes musically fluent and therefore keep up the flow of music.
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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
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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
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Horizontal re-sequencing is the method by which pre-composed segments of music can be re-shuffled according to a player’s choice of where they go in a storyline or environment. The most basic re-sequencing technique is to simply crossfade between two cues immediately. When the scenario changes, the
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is another example of this, in which the music during gameplay appears to be arranged into four layers, each are a stereo track identifying with a distinct level of fear. Each layer of music is then either individually or collectively mixed "on-the-fly" depending on a variety of variables in the
332:, which has an "explore" and "battle" version of each track. When the player is in battle with another ship, the audio fades into the "battle" version. This "battle" version is usually similar to the "explore" version with the addition of drums and similar dark
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use adaptive music as the goal of the game. As the player gets better at the game (and collects more 'coins'), the soundtrack (which is entirely composed of the melodies and beats created by these 'coins') intensifies as a sign that they're doing well.
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Instead of relying on individual tracks of audio such as in horizontal re-sequencing and vertical re-orchestration, some games automatically generate their content on the fly, such as the case of
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is another notable example, with a procedurally generated jazz percussion soundtrack that changes based on the intensity of the gameplay, as well as the actions and movement of the player.
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The music in video or computer games and certain films is meant to draw the audience through a storyline using two distinct techniques: horizontal re-sequencing and vertical re-
360:, use sound effects triggered by the player's actions that are automatically delayed to stay in synchronization with the background music and that blend well with the music.
371:. This creates an interactive musical landscape in which the player's actions actively and instantaneously take part, enhance, shape and influence the music. On the box of
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Vertical re-orchestration is the technique of changing the mix of separate parts of an ongoing loop of music in relation to a player’s movement within the
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Sporka, Adam; Valta, Jan (2 October 2017). "Design and implementation of a non-linear symphonic soundtrack of a video game".
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by Konami (1981), where the music would abruptly change once the player reached a safe point in the game.
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to generate music to certain cues such as the addition of parts to your creature throughout the game.
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507:(1998), which features an incredible jazz-based soundtrack composed by Peter McConnell. (...)
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genre, often being used to change the music when the player is in combat, such as in
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Politis, Dionysios; Tsalighopoulos, Miltiadis; Iglezakis, Ioannis (June 27, 2016).
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Adaptive music was used notably in theatre in 2010 in the play 'Dom
Duardos' from
629:"Top 6 Adaptive Music Techniques in Games - Pros and Cons - Designing Music NOW"
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Later games which made notable use of similar dynamic music systems include the
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Games may also employ two soundtracks and mix between them, as in the case of
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41:"Dynamic music" redirects here. For the general variation in loudness, see
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Game Sound: An
Introduction to the History, Theory, and Practice of Video
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30:"Interactive music" redirects here. For interactive music albums, see
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34:. For media that may feature an interactive musical component, see
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Music that changes in response to specific events in a video game
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which aims to stick out, making the change sudden and obvious.
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Writing
Interactive Music for Video Games: A Composer's Guide
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Digital Tools for
Computer Music Production and Distribution
660:"How 'Ape Out' Creates a Soundscape Worthy of Smashing"
308:, which uses an embedded version of the music software
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Kamp, Michiel; Summers, Tim; Sweeney, Mark eds (2016)
679:"Gamespy: The Beat Goes on: Dynamic Music in Spore"
78:. Unsourced material may be challenged and removed.
699:Sheffield: Equinox. pp 188-189. ISBN 9781781791974
522:Music and Game: Perspectives on a Popular Alliance
712:Newspaper news about Dom Duardos from Gil Vicente
739:Audiokinetic interview with Pedro Macedo Camacho
697:Ludomusicology : Approaches to Video Game Music.
170:Adaptive music was first used in the video game
344:Interactive blending of music and sound effects
290:are examples of games which change the music's
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367:game, such as distance the player is from
138:Learn how and when to remove this message
586:New Review of Hypermedia and Multimedia
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76:adding citations to reliable sources
658:Wright, Steven (27 February 2019).
519:Moormann, Peter (August 11, 2012).
480:Sweet, Michael (October 2, 2014).
375:, such a music system, created by
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550:Collins, Karen (August 8, 2008).
191:onwards and including games like
677:Kosak, Dave (20 February 2008).
240:The Elder Scrolls III: Morrowind
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627:Sweet, Michael (13 June 2016).
63:needs additional citations for
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294:under certain circumstances.
773:Video game music technology
488:Addison-Wesley Professional
233:It is also a staple of the
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348:Some video games, such as
272:of a game. Games, such as
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246:Kingdom Come: Deliverance
425:List of music software
329:FTL: Faster Than Light
200:Star Wars: TIE Fighter
560:. p. 102, 146.
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387:Music games such as
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72:improve this article
639:on 13 November 2018
633:Designing Music Now
598:2017NRvHM..23..229S
529:VS. p. 90-91.
383:As goal of the game
338:Super Mario series
768:Video game design
398:Other occurrences
298:Algorithmic music
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16:(Redirected from
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643:13 November
404:Gil Vicente
369:Necromorphs
194:Dark Forces
762:Categories
748:2011-01-15
723:2011-01-15
457:IGI Global
436:References
98:newspapers
310:Pure Data
270:narrative
227:Freespace
181:LucasArts
614:46835283
527:Springer
414:See also
179:Many of
683:GameSpy
664:Variety
594:Bibcode
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315:Ape Out
221:Deus Ex
173:Frogger
166:History
156:dynamic
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420:iMuse
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119:JSTOR
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