[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)