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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'."

10 of 46 comments (clear)

  1. I smell an idea by kurosawdust · · Score: 4, Funny

    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!

  2. dynamic music by Dreadlord · · Score: 5, Interesting
    I've listened to some of tracks generated by ZenStrings, and I can say that it's quite impressive, it may be the first step on the process of creating a game with truely dynamic music.

    Anyway, you can find some samples generated by the engine here.

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    The IT section color scheme sucks.
  3. Some Musicians are not evil by Andy_R · · Score: 4, Interesting

    Rather than reinventing the wheel, why not just get a an actual musician to create real music for your game?

    Contrary to popular /. 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.

    Try signing up for a mailing list where musicians hang out online (such as the music-bar list at ampfea.org) and ask around.

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    A pizza of radius z and thickness a has a volume of pi z z a
    1. Re:Some Musicians are not evil by irc.goatse.cx+troll · · Score: 4, Interesting

      Because that music gets repetetive and takes up a lot of space. Take a game like a modern Final Fantasy. Most people have 72hr or so games of that (not in a row of course, but still.) ~2hrs of music starts to get very repetitive. If the music was constantly changing ever so slightly, it would keep the game feeling fresh. Especially if you do what max payne (among others) did by having music get more intense during intense parts of the game (think about to enter a room with 5 people in it)

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      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    2. Re:Some Musicians are not evil by m_chan · · Score: 4, Insightful

      I agree that the slight changes may keep things fresh, but space for music is really not that big of a deal anymore. You can store dozens of hours of reasonable quality audio on a 700MB CD-ROM and none of it may be worth a damn, regardless of whether it is fresh.

      The parent to your post said, "hire a musician". I don't think the RIAA comment helped the argument, but the poster was onto something; there is an aspect in music composition that arpeggiating algorithms can appease and extend to some extent, but there is always something lacking that results from the rigidity of purely mathematical constructions. After listening to many of the sample tracks , I think they are on to something of a middle ground that may work out rather well. Here's why:

      I listened to all the available sample tracks. Some were quirky, some were rather interesting, but none of the demos developed a hook. When it comes right down to it, they all were ambient and lacking melodic recurrence to draw me into the piece (no offense intended to the composer). That hook will bring you back (thanks JP).

      But these were merely the demos. They are creating this software with the idea that it will end up in the hands of a (hopefully) talented melodic composer that will provide exactly what you may be looking for, (i.e. I think): reduction of time/space/money/whathaveyou in the composition process, while creating an original theme that is still humanistic in its structure and delivery, resulting in a memorable and likeable melody that holds your attention over the long haul.

      Or the are just using sax and violins to sell games?

    3. Re:Some Musicians are not evil by irc.goatse.cx+troll · · Score: 4, Insightful

      "When it comes right down to it, they all were ambient and lacking melodic recurrence to draw me into the piece"

      Thats generally what most video games are going for. Of course we all know the super mario bros theme by heart, but for a shooter game the ambience is there to fill the silence (except when needed for suspence), without being so distracting you can't get in the game. Imagine trying to shoot a nazi while some annoying teen is singing. Now kill that same nazi while you have a faint ambient song going in the background. Of course there are exceptions (see any grand theft auto-like game or a game like tony hawk). Really depends on the game I suppose.

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      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    4. Re:Some Musicians are not evil by superultra · · Score: 3, Interesting

      I listened to the samples of ZenStrings, and it sounds as repetetive as anything in Final Fantasy. Why? Because without the set patterns of composed music, one measure of randomized music basically sounds the same as the next because there were no patterns with which to "landmark" the music with. After 10 minutes of random music, it'll all start to sound the same as well, and while you may not have heard the same thing, without landmark patterns you'll swear you had. Where's the use in that?

      There's an easier way to "de-repeatize" music, and that's to create great music. I don't remember the music in Halo being particularly repetitive and I've certainly played that for well over 72 hours. Same for KOTOR.

      I don't think taking up space is an issue. The virtual radio stations of GTA:VC and Project Gotham Racing 2 just throw so much music at you (and good music too!) that I've really yet to feel like I've heard the same song too much, and since the music is pretty great, I actually turn it up when I hear a favorite.

      I think the third solution was first exhibited by LucasArts in X-Wing and its ilk; the idea of set themes but changing dynamically.

      I think there are far more effective solutions than ZenStrings. That's not to say that ZenStrings isn't an anchievement, but throw that stuff in a game and it'll hurt the general atmosphere of most games because the music is not "intentful."

  4. Elite by wackybrit · · Score: 3, Informative

    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'.

  5. Algorithmic music by Omniscient+Ferret · · Score: 3, Informative

    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.)

  6. Sounds familiar by Black+Hitler · · Score: 3, Interesting

    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.