A Truly UserFriendly Game Audio Engine?
dallen writes "Do you wonder what Illiad of UserFriendly does when he's not coming up with comics? This article at GlobeAndMail.com reveals that his company, Condition30, is working on multiple videogame-related engines which create unpredictable but recognizable content. The company is working 'to polish its game-engine technology', but its public demo, a music creation engine, makes 'random' music that sounds much like music, not noise, potentially for games and other interactive products. Says their website: 'Our principal product, ZenStrings, is a music-generation engine that composes music and audio in real-time without taxing memory or processing power'."
what's next? software that composes the game in real time with "unpredictable but recognizable content"??? [first post!]
Combine this with the software that can tell if a song is going to be a hit or not and you'll make billions selling to ClearChannel alone!
Anyway, you can find some samples generated by the engine here.
The IT section color scheme sucks.
If it were truly user-friendly, a sultry voice would come out of the speakers describing all the cheats/hacks available at certain points in the game.
Don't blame Durga. I voted for Centauri.
Rather than reinventing the wheel, why not just get a an actual musician to create real music for your game?
/. opion, there are plenty of RIAA-hating open-source-friendly musicans out there who would love to create soundtracks and/or sound effects for games.
Contrary to popular
Try signing up for a mailing list where musicians hang out online (such as the music-bar list at ampfea.org) and ask around.
A pizza of radius z and thickness a has a volume of pi z z a
This could be nice in some circonstances, but a lot of people like something they can sing to or hum, and random music is pretty hard to hum when you think about it. How can you compose a theme randomly? I don't see how this could be put to heavy use in a game.
The very odd cult game tranquility has used this concept for a long time, and also does the "auto generation" trick with it's game geometry as well.
ZenStrings almost seems...inspired.. by tranquility's soundtracks. Especially the example/sample "Tranquilitatus".
The space-sim 'Elite' did this in the mid 80's.
They didn't just do it for the novelty, however.. they had to have the computer generate stuff randomly, as they had no memory to store stuff permanently!
There's a cute article about how they developed it, and how the random engine created some pretty funny outcomes, including planet 'Arse'.
mogorific carpentry experiments
The public demo is samples, not a runnable demo. According to the article, they're seeking patents. I think I'd rather try to get Boodler running, or Looching, which preceded that. (Or Tranquility, which someone else mentioned.)
Oh wait, this is basically Sid Meier's CPU Bach, circa 1993. And I seem to recall the crappy editing software that came with my Dazzler DV capture card had something like this as well. At least he's still pushing the envelope of unfunny comics.
in the next Lufia game! Then it would have random dungeons and random music!
http://chrono.posterous.com/
But it sounds pretty random to me. Yes, it's more coherant than pure random notes, but it has a long way to go.
I wouldn't really like to play a game like that. The music does sound like music, but it doesn't sound like good music, lacking the movements and progression that actually make songs good. Even as background music I think it'd be ultimately unfulfilling. I'd rather hear the same old Sephiroth song every time I meet him then a randomly generated "evil tune". Honestly it's hard to get tired of good music if it's not overused, but even if you do get tired of a certain song, I'd still rather listen to an overused "overworld theme" or whatever than ZenStrings.
Never got it to sound very good though. Occasionally I got a few second of nice music, but otherwise it played as expected.
I'm curious how much setup time is needed to get it to produce music like you hear in their samples, how many runs it took them to get their samples, etc.
Apparently DirectX already supports all of this, and other past products have used this idea, so this is nothing new.
Isn't this what the original Beatnik engine Thomas Dolby designed was supposed to do? I remember Dolby giving a lecture at a Music and Multimedia event in SF (around 1996). This was back in the CD-ROM days. Headspace would later dissolve and Beatnik looks to be more focused on phone ringtones.
Algorithmic music? Try this kind of thing yourself. (Mac OS X).
~jeff
What a coincidence! I just started on my own open source project to do this.
/dev/random > /dev/sound/dsp
Here's the source:
#!/bin/bash
cat
Any improvements and bugfixes welcome.
"My religion is to live --and die-- without regret." -- Milarepa
Ambient music sounds like a good idea, at least in the lengthy dungeon-wanderings or levelling-up or tedious bits of the many and various games which would make use of this technology - Final Fantasy, Zelda, Deus Ex perhaps, that ilk. However, I'd also like to have at least some memorable snatches of music to take away from the game - a title theme, the boss confrontations, and I've heard good things about Aeris' death theme in FFVII I think it is. A lengthy game of Tetris would be wonderful with this technology, but where would Tetris be without the Tetris theme? There is still a place for professionally composed music in games.
qntm.org
if i just could remember the name of the tool, which generated acid jazz and other bizarre, but very funky and addictive songs... its output was much better than that of zenstrings. but i love the idea - unlimited music for the masses!
There are many interactive music systems around and this seems no better than any other. It sounds like the usual rand() filtered through a musical key. The Bars&Pipes sequencer on the Amiga allowed you to do this around 13 years ago! Microsoft's DirectMusic is by far the most comprehensive interactive music system available (and free to download as part of the DirectX SDK), but is so complex that it has never received widespread use. A stunning product though. Check out the music on the game No-One Lives Forever for a good example of its capabilities.
The thing is, all of these systems only generate note data. So for anything to sound any good, you've got to have capabilities available that don't exist in consoles (or PCs unless you use tons of CPU time) yet. You need a huge amount of RAM for samples, pro-quality reverb, filters, DSP effects and so on. Basically the capabilities of every pro-audio synth.
Unless you are using a very simplistic style of music, it will never sound anywhere near as good as a "proper" recording. Sampled loops give the best quality. Even if you had tons of RAM for samples, you will never get synthesized guitars to sound any good and sample-based orchestras are nowhere near as good as the real thing. Streaming blocks of music is the best way to get the best quality. Halo is a good example of very good loop-based interactive music.
For the ultimate in interactive music, we need a large amount of CPU and RAM dedicated to audio and a real-time dynamic note generation synced with a streaming loop-based system.
But let us not forget that the most important ingredient is the skill of the person that implements the system. The article makes it sound like you just include it in the game and works like magic. No no no. Those dynamic parameters have to be defined along with their actions. It takes a lot of skill to get it right, far more than any other musical media, and is very easy to get it wrong.
As an example, I know that in Halo, if you stand around and do nothing for a while, the music fades out until the action starts up again. A very simple idea, yet it makes a huge difference in making the music less annoying, and almost every other game misses these small details. It's easy to decide "when the player is within 50m of the baddy, switch the music to a minor key", but what if the player keeps moving in and out of the 50m zone? The music will sound ridiculous! There are hundreds, if not thousands of these decision that have to be made when implementing an interactive music system into a game, and I don't see how this system can alleviate the problem at all.