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Adaptive music

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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
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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-
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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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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
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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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Game Sound: An Introduction to the History, Theory, and Practice of Video
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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
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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 8: 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 441: 7: 579: 577: 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 253:Horizontal and vertical techniques 25: 550:Collins, Karen (August 8, 2008). 191:onwards and including games like 677:Kosak, Dave (20 February 2008). 240:The Elder Scrolls III: Morrowind 52: 627:Sweet, Michael (13 June 2016). 63:needs additional citations for 1: 606:10.1080/13614568.2017.1416682 294:under certain circumstances. 773:Video game music technology 488:Addison-Wesley Professional 233:It is also a staple of the 187:dynamic music system, from 789: 348:Some video games, such as 272:of a game. Games, such as 40: 29: 685:. IGN Entertainment, Inc. 246:Kingdom Come: Deliverance 425:List of music software 329:FTL: Faster Than Light 200:Star Wars: TIE Fighter 560:. p. 102, 146. 408:Pedro Macedo Camacho 387:Music games such as 322:Soundtrack switching 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 281:Street Fighter II 235:role-playing game 230:series of games. 183:' games used the 160:interactive music 148: 147: 140: 122: 36:Interactive media 32:Interactive album 18:Interactive music 16:(Redirected from 780: 752: 751: 750: 749: 744: 733: 727: 726: 725: 724: 715:, archived from 706: 700: 693: 687: 686: 674: 668: 667: 666:. Variety Media. 655: 649: 648: 646: 644: 635:. Archived from 624: 618: 617: 581: 572: 571: 547: 541: 540: 516: 510: 509: 477: 471: 470: 446: 150:In video games, 143: 136: 132: 129: 123: 121: 87:"Adaptive music" 80: 56: 48: 43:Dynamics (music) 21: 788: 787: 783: 782: 781: 779: 778: 777: 758: 757: 756: 755: 747: 745: 742: 735: 734: 730: 722: 720: 708: 707: 703: 694: 690: 676: 675: 671: 657: 656: 652: 642: 640: 626: 625: 621: 583: 582: 575: 568: 549: 548: 544: 537: 518: 517: 513: 498: 479: 478: 474: 467: 459:. p. 181. 448: 447: 443: 438: 416: 400: 385: 346: 324: 300: 255: 189:Monkey Island 2 168: 144: 133: 127: 124: 81: 79: 69: 57: 46: 39: 28: 23: 22: 15: 12: 11: 5: 786: 784: 776: 775: 770: 760: 759: 754: 753: 736:audiokinetic, 728: 701: 688: 669: 650: 619: 592:(4): 229–246. 573: 567:978-0262033787 566: 542: 536:978-3531174099 535: 511: 497:978-0321961587 496: 490:. p. 99. 472: 466:978-1522502647 465: 440: 439: 437: 434: 433: 432: 430:Ludomusicology 427: 422: 415: 412: 399: 396: 384: 381: 345: 342: 323: 320: 299: 296: 254: 251: 167: 164: 152:adaptive music 146: 145: 60: 58: 51: 26: 24: 14: 13: 10: 9: 6: 4: 3: 2: 785: 774: 771: 769: 766: 765: 763: 741: 740: 732: 729: 719:on 2011-10-07 718: 714: 713: 705: 702: 698: 692: 689: 684: 680: 673: 670: 665: 661: 654: 651: 638: 634: 630: 623: 620: 615: 611: 607: 603: 599: 595: 591: 587: 580: 578: 574: 569: 563: 559: 558:The MIT Press 555: 554: 546: 543: 538: 532: 528: 524: 523: 515: 512: 508: 506: 505:Grim Fandango 499: 493: 489: 485: 484: 476: 473: 468: 462: 458: 454: 453: 445: 442: 435: 431: 428: 426: 423: 421: 418: 417: 413: 411: 409: 405: 397: 395: 392: 391: 382: 380: 378: 377:StĂ©phane Picq 374: 370: 365: 364: 359: 358: 353: 352: 343: 341: 339: 335: 331: 330: 321: 319: 317: 316: 311: 307: 306: 297: 295: 293: 289: 288: 287:Mario Kart DS 283: 282: 277: 276: 271: 266: 262: 260: 259:orchestration 252: 250: 249: 247: 242: 241: 236: 231: 229: 228: 223: 222: 216: 214: 213: 212:Grim Fandango 208: 207: 206:Full Throttle 202: 201: 196: 195: 190: 186: 182: 177: 175: 174: 165: 163: 161: 157: 154:(also called 153: 142: 139: 131: 128:November 2014 120: 117: 113: 110: 106: 103: 99: 96: 92: 89: â€“  88: 84: 83:Find sources: 77: 73: 67: 66: 61:This article 59: 55: 50: 49: 44: 37: 33: 19: 746:, retrieved 738: 731: 721:, retrieved 717:the original 711: 704: 696: 691: 682: 672: 663: 653: 641:. 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Index

Interactive music
Interactive album
Interactive media
Dynamics (music)

verification
improve this article
adding citations to reliable sources
"Adaptive music"
news
newspapers
books
scholar
JSTOR
Learn how and when to remove this message
Frogger
LucasArts
iMUSE
Dark Forces
Star Wars: TIE Fighter
Full Throttle
Grim Fandango
Deus Ex
Freespace
role-playing game
The Elder Scrolls III: Morrowind
Kingdom Come: Deliverance
orchestration
narrative
Halo 2

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