[HN Gopher] Dynamic music and sound techniques for video games ___________________________________________________________________ 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. ___________________________________________________________________ (page generated 2023-12-09 23:00 UTC)