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ADAPTIVE MUSIC IN GAMES ADAM J SPORKA IIM/DCGI@CVUT WARHORSE STUDIOS UX MONDAY 03/02/15

Adaptive Music in Games

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ADAPTIVE

MUSIC

IN GAMES

ADAM J SPORKA

IIM/DCGI@CVUT

WARHORSE STUDIOS

UX MONDAY 03/02/15

INTRO

@adam_sporka Adaptive Music in Games UX Monday 3

Purpose of Sound in UIs

• Interaction modality (input and output)

• Alerts

• Widget sounds

• Presentation of data

• Mood setters

• Sound branding

@adam_sporka Adaptive Music in Games UX Monday 4

Describing Sound and Music

Signal Sound

field

Tone

/ Stroke

Sequence

Concord

Composition

Environment

Reverberation

Vibration

Distribution

Spectrum

Volume

Periodicity

Pitch

Length

Volume Accord

Interval

Harmony

Rhythm

Tempo

Phrase

Loop

Soundtrack

Intention

Abstraction level

Playlist

Genre science art

@adam_sporka Adaptive Music in Games UX Monday 5

Fuzzy Terminology

• What it does:

– Adaptive music

– Responsive music

– Reactive music

– Interactive music

• How it is done:

– Procedural music

– Algorithmic music

@adam_sporka Adaptive Music in Games UX Monday 6

Science: Data Sonification

• Synthesis of sound

controlled by

input data

• ICAD 2004 contest – http://www.icad.org/websiteV

2.0/Conferences/ICAD2004/c

oncert.htm

https://www.rowperfect.co.uk/a-guide-to-good-rowing-technique/

@adam_sporka Adaptive Music in Games UX Monday 8

Sonification of Rowing sounds

• https://www.youtube.com/watch?v=YxWNw9fIizk

• Audible comparison of trainee’s sound and

reference

• Audible feedback while people is rowing

@adam_sporka Adaptive Music in Games UX Monday 9

Outline

• Purpose of music in games

• Static music soundtracks

– Music design

• Dynamic music soundtracks

– Design, production, …

• Music production technology

– How the actual music is made

MUSIC

@adam_sporka Adaptive Music in Games UX Monday 11

Purpose of Music

• Tradition

– Present in most of the released titles

– Why not in yours?

• Affirmation of the genre

– “Yes, this is an 8bit retro.”

– “Indeed, cowboys in spaceships.”

– “Yay, manga.”

@adam_sporka Adaptive Music in Games UX Monday 12

Purpose of Music

• Presentation of emotion

– Easygoing, happy-go-lucky, …

– Depressing, sad, …

• Setting the expectations

– Level difficulty

• Status monitoring

– Changes of music over time indicate changes in

game

@adam_sporka Adaptive Music in Games UX Monday 13

Purpose of Music

• Essence of the gameplay

– Dance Dance Revolution (1998)

– Guitar Hero (2005)

– Pugs Luv Beats (2011)

• http://www.youtube.com/watch?v=V0i18_--8Yc

– Not covered by this talk

@adam_sporka Adaptive Music in Games UX Monday 14

Game Music Components

• Theme Music

– Often synchronized with visual events on the

screen

– Cinematic experience

• Underscore

– In-game music

– User interface background

@adam_sporka Adaptive Music in Games UX Monday 15

Game Music Components

• Stingers

– Specific music triggered by an event

– Transition music

– Level Notification, “Game Over” Screen, “Game Won”

Screen

– Fallout New Vegas:

Pulling out / holstering Magnum

• http://youtu.be/sWLpSpZR6J4?t=41s

@adam_sporka Adaptive Music in Games UX Monday 16

Soundtrack

• Diegetic sounds

– Sounds in story space

– On-screen or off-screen

– Voices of characters, sounds of objects, music coming

from objects

• Non-diegetic sounds

– Not implied to be present in the action

– Narrator, sounds for dramatic effect, underscore

@adam_sporka Adaptive Music in Games UX Monday 17

Sound in Games

– Voices, diegetic sound effects

– Diegetic ambience

– Non-diegetic ambience

• “Sound design pads”

– Underscore

ABSTRACT

CONCRETE

@adam_sporka Adaptive Music in Games UX Monday 18

Game Music Characteristics

• Theme music is feature

– Recognizable theme

– Elaborate

– Genre announcer

– Everyone will hear this

• Underscore is background

– Mood setter

– Does not distract

– Can be listened to throughout the gameplay

@adam_sporka Adaptive Music in Games UX Monday 19

Game Music Characteristics

• Silence

– “Dosage” of music

• Used to emphasize music

– Keep the ambient sounds present

– Complete silence “something wrong”

• “Are my speakers on? Will I hear anything at all when

I’ll really have to?”

@adam_sporka Adaptive Music in Games UX Monday 20

Game Music Interactivity

• Static soundtrack

– Predefined and unchanging

– Loops

– Assigned to specific screens / levels

• Dynamic (adaptive) soundtrack

– More complex control of the music playback

– Engine “aware” of the state of the game

DESIGN

@adam_sporka Adaptive Music in Games UX Monday 22

Music Design

• Genre?

• Situations in game?

• Mechanics of music?

@adam_sporka Adaptive Music in Games UX Monday 28

Music Design

• Multiple contexts –

typical for open-world RPGs

– Landscape exploration

– Combat

– Dialogs

– …

• Considerations of importance of music

scenes • Is “combat” always more important than “location”?

Music in FoE by The Overmare Studios

STATIC

@adam_sporka Adaptive Music in Games UX Monday 31

Static Soundtrack

• Early and simpler games

• Level-based games

• Pengon (1984, Atari 800XL) – http://www.youtube.com/watch?v=MDhLxRLvwvY

– One music loop

– Game over stinger

@adam_sporka Adaptive Music in Games UX Monday 32

Static Soundtrack

• Supaplex (1991, Digital Integration, MS-DOS)

– Played throughout the game

– http://www.youtube.com/watch?v=yknubWX2KYI

• Goonies (1985, Datasoft, Atari 800XL)

– Two loops, one used for title, then alternating with each

level

– https://www.youtube.com/watch?v=FKh5b8jcwLk

• Jazz Jackrabbit (1994)

– Separate tracks for levels

– http://youtu.be/b16upFloYak?t=29s

@adam_sporka Adaptive Music in Games UX Monday 33

Static Soundtrack

@adam_sporka Adaptive Music in Games UX Monday 34

Case Study: Nimble Quest

• 2013; NimbleBit; iOS, Android

• Arcade / RPG

• Early 2000s pixel art graphics

@adam_sporka Adaptive Music in Games UX Monday 35

Case Study: Nimble Quest

• Music by Whitaker Blackall

• Contents:

– Title / menu

– Loop per level

• Genre:

– Contemporary chiptune

– http://wtrebella.bandcamp.com/album/nimble-quest

@adam_sporka Adaptive Music in Games UX Monday 36

Case Study: Nimble Quest

• Typical length of a loop: 2’

• Unobtrusive

• Reflects the increasing difficulty of the levels – L1 http://www.youtube.com/watch?v=6mh7qJgnpJI

– L2 https://www.youtube.com/watch?v=9HaOTX-m0SU

– L4 http://www.youtube.com/watch?v=YKIDg8VkF0A

@adam_sporka Adaptive Music in Games UX Monday 37

Case Study: Nimble Quest

• Sounds good on small speakers

– Chiptune sounds

– Lot of square waves / triangles

• Better estimation of pitch by the human

low- as well as high-pitched tones

• General remark:

• PC gamers often don’t spend money on a high-quality

speakers

@adam_sporka Adaptive Music in Games UX Monday 38

Case Study: Quido (2013)

• Experimental arcade game

– Developed at DCGI/CTU

• Showcasing non-standard haptic modalities

– Presented on Designblok 2013

– http://ulab.cz/naviterier/quido/

• Genre:

– Contemporary chiptune

– https://quido.bandcamp.com/

@adam_sporka Adaptive Music in Games UX Monday 39

Quido: Technology used

• Reaper

• VSTs

– SuperWave (leads / chords / bass)

– EXD-80 (beats)

– Some reverb, some volume compressor

@adam_sporka Adaptive Music in Games UX Monday 40

Quido: Music

• Theme music

– Exposition of the main theme

– Happy, easygoing

– Not used in the end

• Explicit request from the exhibition organizer: Silence

between the games

@adam_sporka Adaptive Music in Games UX Monday 41

Quido: Music

• Level 1: Theme Park

– A player will be likely to be receiving instructions

from a fellow player

– Expected playtime: 3—4 minutes

– Not “dense”

– Diverse in terms of the structure

– Performance of the main theme

@adam_sporka Adaptive Music in Games UX Monday 42

Quido: Music

• Level 2: City

– Variation of the theme.

– Structure: [A B A Bbr Avoid]

– Expected playtime: 2 minutes

– Continuous music

@adam_sporka Adaptive Music in Games UX Monday 43

Quido: Music

• Level 3: Sky (Heaven)

– Variation of the theme. Barroque.

– Continuous music

– Expected playtime: 2 minutes

@adam_sporka Adaptive Music in Games UX Monday 44

Quido: Music

• Level completed

– Joyous jingle

• Advancing to the next level

– Expectation

@adam_sporka Adaptive Music in Games UX Monday 45

Quido: Music

• Game Over

– Definitive

– Not too tragic

@adam_sporka Adaptive Music in Games UX Monday 46

Quido: Music

• Game won

– Player enters their initials

– Reiteration of the main theme

ADAPTIVE

@adam_sporka Adaptive Music in Games UX Monday 48

Adaptive Music Styles

• Resequencing

– Selecting what to play next

• Reorchestration

– Selecting which instruments to play

• Modulation

– Modifying the timbres of notes

– Related to Data Sonification

@adam_sporka Adaptive Music in Games UX Monday 49

The Space Game

• Game loops:

– Menu / Idle

– The enemy is approaching

– The enemy opens fire

• <demo> – http://www.candystand.com/play/the-space-game

@adam_sporka Adaptive Music in Games UX Monday 50

Reorchestration

• Multiple tracks

– Turned on/off

– Faded in and out

• Synchronous

<Demo: honza_test_02.sqc>

@adam_sporka Adaptive Music in Games UX Monday 51

Reorchestration

@adam_sporka Adaptive Music in Games UX Monday 52

Reorchestration

• Fallout: New Vegas

– 2010, Obsidian Entertainment, Bethesda

Softworks

– Multiple renderings of the same track

• “low”, “mid”, “high”

– <demo; NewCaliforniaRepublic>

@adam_sporka Adaptive Music in Games UX Monday 53

Resequencing

@adam_sporka Adaptive Music in Games UX Monday 54

Resequencing

• Slices chosen according to game state

• Precise timing of transitions

• <Demo: chiptune.sqc>

@adam_sporka Adaptive Music in Games UX Monday 55

Resequencing and Reorchestration

• Example: Monkey Island 2

– 1991, LucasArts

– http://www.youtube.com/watch?v=Nsc5nTrCzm

w#t=322

– iMUSE system

• Parallel tracks for different locations

• Transition patterns to return back

@adam_sporka Adaptive Music in Games UX Monday 56

Modulation

• Analog variables in the game

– Health

– Completion

– …

• Parameters of sound synthesis

– Volume

– Low-pass filter cut-off

– …

@adam_sporka Adaptive Music in Games UX Monday 57

Modulation of Synthesis

• Mapping

game state sound synthesis

• <Demo: Angel choir gone wrong>

@adam_sporka Adaptive Music in Games UX Monday 58

Modulation via FX Chain

@adam_sporka Adaptive Music in Games UX Monday 59

Modulation

• Borderline music/sound effects

• Example: Stun grenade A/V – Counter Strike Global Offensive

(Valve Corporation, 2012)

• https://www.youtube.com/watch?v=YmwRw8fP_8c

– Payday 2

(505 Games, 2013)

• http://youtu.be/kThVfdZvgz0?t=26m35s

PRODUCTION

@adam_sporka Adaptive Music in Games UX Monday 61

Music Composition

• Movies

– Music traditionally created aside from the entire

project

– Story is defined

– Timing is known

• “Horizontal” production

@adam_sporka Adaptive Music in Games UX Monday 62

Music Composition

• Computer Games

– Games are not (very) predictable

– “Horizontal” production

• Advantages

– Music per se works well (classic composition techniques)

– No limitations on instrumentations etc.

• Problems

– Repetition

– Abrupt changes

– Failure to respond

@adam_sporka Adaptive Music in Games UX Monday 63

Music Composition

• Computer Games

– “Vertical” production

• Advantages

– Good support of the moment

• Problems

– Difficult to express tensions, developments

– Music forms get disrupted

– Discontiuity

– Can be too descriptive

@adam_sporka Adaptive Music in Games UX Monday 64

Music Production

• Input

– Artistic intent

– Gameplay description

• List of supported locations

• List of supported situations

– Available technology

• Platform, available storage, …

– Legal considerations

• Licensing of the game

@adam_sporka Adaptive Music in Games UX Monday 65

Music Production

• Orchestration

– What instruments are used

• Structure

– Duration, planning

• Production

– Composing

• Mixdown / Mastering

– “Locking in” the music

– Optimizing the volumes, polishing

@adam_sporka Adaptive Music in Games UX Monday 66

Music Production

• Practical problems

– Multiple stakeholders

– Tons of files (as with any content development)

– Hiring composers

– Finding instrumentalists

ADAPTIVE

MUSIC

IN GAMES

ADAM J SPORKA

@adam_sporka