[HN Gopher] Dynamic music and sound techniques for video games
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       Dynamic music and sound techniques for video games
        
       Author : ecliptik
       Score  : 46 points
       Date   : 2023-12-09 18:31 UTC (4 hours ago)
        
 (HTM) web link (blog.gingerbeardman.com)
 (TXT) w3m dump (blog.gingerbeardman.com)
        
       | Razengan wrote:
       | Nothing will beat IMUSE from Monkey Island 2. Maybe because of
       | the way MIDI worked versus the "pre-rendered" audio used today?
       | 
       | https://www.youtube.com/watch?v=AjtxK_WT784
        
         | msephton wrote:
         | I recently listened to a 2015 interview with Ron Gilbert where
         | he discusses this, it's here:
         | https://youtu.be/cktmhqXMsGI?t=3638 and summarised in this
         | reddit comment:
         | https://www.reddit.com/r/gamedev/comments/4bwnzm/comment/d1d...
        
           | Razengan wrote:
           | Maybe real-time AI generated music, at least for transitions,
           | can eventually do the same thing iMUSE did:
           | 
           | https://www.youtube.com/watch?v=Lxxu1dVtg5g
        
         | crtified wrote:
         | As a fellow Monkey Island 2 and iMuse nostalgiac, I also really
         | enjoyed the user-controllable musical segue effect used in the
         | recent game Sea of Stars.
         | 
         | https://www.youtube.com/watch?v=4dOG4DECEGk
         | 
         | (technically speaking I assume that is nothing like the MIDI-
         | based iMuse, but rather, something like a cross-fade between 2
         | synchronised versions of the same song, but still! - it sounds
         | neat, and makes me feel a little like iMuse did back in the
         | 90s)
         | 
         | Musical invention and interaction is a wonderful aspect of
         | video gaming.
        
       | temp0826 wrote:
       | My first thought was Untitled Goose Game! So cheeky and fun how
       | the music works in it
        
         | crazysim wrote:
         | Fun fact: they built that in after their first trailer was
         | made.
         | 
         | The "dynamic" music had apparently set some unexpected
         | expectations.
        
         | rzzzt wrote:
         | Mine was Soldier of Fortune. It blends smoothly between high
         | alert and sneak-around segments, eg. tracks 2 and 3 on the
         | first level:
         | https://www.youtube.com/watch?v=ZI_14lp1U2w&list=PLALRZSnKU7...
        
       | devmunchies wrote:
       | > I mostly use royalty free music of Japanese origin
       | 
       | Like what? I'd like to hear what royalty free Japanese music
       | sounds like.
        
         | msephton wrote:
         | Here's the music that I used in my most recent game (which I
         | call: Fore! Track):
         | https://twitter.com/gingerbeardman/status/173255553386375169...
         | 
         | This track is by an amazing, long-standing musician that goes
         | by the name _watson_ and I listened to their entire catalogue
         | and made a playlist of my favourites to be able to easily
         | select a piece that fits any game I 'm working on. Their
         | umbrella website MusMus is https://musmus.main.jp and whilst
         | you'll need to run browser translation on the site you will see
         | all their music sorted across many categories. That said, it is
         | definitely easier to listen to their music through the albums
         | they've released on streaming platforms: Spotify and Apple
         | Music for certain, and probably others. They're also on
         | YouTube.
         | 
         | Of course, there are many more Japanese services and people
         | writing great royalty free music. Another of my games used
         | royalty free music by a young Japanese musician named
         | _YuyakeMonster_ , again picked specifically to fit a particular
         | game: https://soundcloud.com/mac-vogelsang/sets/sparrow-
         | solitaire
        
       | palemoonale wrote:
       | I thought about for long how SFX in f.e. airsims are done
       | nowadays: different engine characteristics are just one thing.
       | Are there still samples / recordings involved?
       | 
       | Same with racing or train sims.
        
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       (page generated 2023-12-09 23:00 UTC)