20. Working With Constraints: Commodore 64 Track 1 (e.g. “Level_One”) Instrument 1 (envelope, waveform, effect filters, etc.) Instrument 2 (envelope, waveform, effect filters, etc.) Rob Hubbard’s Module Format 2.1 8-BIT Pattern 1 (sequence of notes) Pattern 2 (sequence of notes) Pattern 3 (sequence of notes)
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22. Shadow of the Beast 2 (Psygnosis 1989) (David Whittaker) 2.2 16-BIT MOD/Tracker on Amiga
23. Combining modules (in MIDI) with control statements MIDI and the Creation of iMUSE 2.2 16-BIT Land, Michael Z. and Peter N. McConnell. Method and Apparatus for Dynamically Composing Music and Sound Effect Using a Computer Entertainment System . US Patent No. 5,315,057. 24 May, 1994.
24. Super Mario World (Nintendo 1991) (Koji Kondo) 2.2 16-BIT Musical layering technique Mario jumps on Yoshi & gets extra layer of music (SNES).
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27. Music driving gameplay elements. New Super Mario Bros (Nintendo DS 2006) (Koji Kondo) 2.5 Mobile
33. Problem: Mixing: current state of dynamic range … in a popular film … in a popular game Graphics adapted from those supplied by Rob Bridgett of Swordfish Studios . 3.1 Mixing
39. Granular synthesis: Graphic Equivalent 3.2 Variability Input Sample Synthesized Result "Texture Synthesis from Multiple Sources", by Li-Yi Wei. In SIGGRAPH 2003 Applications and Sketches.
40. Making a Sound Granular 3.2 Variability Parker and Behm 2007 ”Generating Audio Textures by Example”, Journal of Game Development, 2007
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43. 3.3 Adaptability Problem : Games are non-linear, unpredictable and very long! A to B: 16 units A to all: 376 units 30 rooms: 11280 units 10 levels: 100K+ units Transitional Units
60. ESP Game 3.3 Adaptability Player 1 Player 2 GUESSING: KID GUESSING: BOY GUESSING: CAR GUESSING: HAT GUESSING: CAR SUCCESS! Consensus on: CAR Input:
66. Thank-you to … Further information: [email_address] www.GamesSound.com (my web site) www.algorithmic.net www.granularsynthesis.com www.audiokinetic.com www.iasig.org