Dynamic music generation?

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13 comments, last by smitty1276 15 years, 11 months ago
My dad happens to be an interactive computer musician, so I'm well aware that this is possible (and that it's been done), although I don't know of any game examples.
http://en.wikipedia.org/wiki/Algorithmic_composition
There are even pieces of software geared towards algorithmic composition:
http://nosuch.com/keykit/
http://www.pgmusic.com/

I'll ask him where some more deep material can be found. TBH I think you're asking the wrong crowd (myself included). Algorithmic composition is presumably practical for real-time, so what you need are documents describing how to do it, right?
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I wanted to get a broad idea of it, but unfortunately I don't have time to implement anything right now. But knowing the "official name" - algorithmic composition - actually helps a lot in locating resources, thanks
I read that Spore is going to have 'procedural music'.
here is an article about it: Click
Another early example is the iMuse engine that has fist been used in Monkey Island 2. Remember e.g. when you were in the swamp walking towards the entrance of the voodoo lady's hideout? The closer the player got, the more instrument tracks were added to the music.

Then again, dynamic composition is a feature of DirectMusic. I wonder whether this has been used very often in games...

Both examples are, of course, MIDI based, which most likely just isn't enough for modern games anyway.

Regards,
Andre
Andre Loker | Personal blog on .NET
Didn't DirectMusic allow for that sort of thing?

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