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Dynamic Sound (Part 1)
Dynamic Sound (Part 1)
| Name: | Luke Hopkins | ![]() |
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| Date Posted: | Jul 03, 2006 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Luke Hopkins |
Blog post
Dynamic Sound (Part 1)
Have you ever played a game where the music gives you so much energy to go round killing everything in site as fast as you can? Games I've experience with this are games such as Halo and Geometry Wars.
As a musician and gamer I want combine the two together, instead of having the game playing a song relevant to the level or a song just changing due to level. I'm going to hopefully develop some sort of music engine inside of Torque that can play the relevant samples of music together and then link each one to each other to create music that reacts to the atmosphere and continually plays but is always different. Example: if the engine detects a lot of player activity and enemy the song becomes faster and a guitar solo will come into play. This will work by basically the whole engine will be based up the basics of Music Theory, such as chord structures, beats per minute, scales intervals, pitches, dynamics and tempo. This music theory will then go in the samples made, which then can easily mix within the engine. By doing this people then with a good knowledge of Music can start to join the game industry and they don't need to know any coding as most things will be based up on music samples. The only coding will be to put the files in the right position and to get the samples to react with the right environment.

The image above shows the tracks for all the different sounds that go into the song. This basically shows a song building up to a solo in the way in which more and more tracks and sounds are added in order to build the sound up. Normally the track would not be spilt in the way that it is shown but I have split them up in order to explain how its goings to fix in to the engine.
Next I'll go on to explain how a song is made what rules you have to go by and why these rules are a very important to the engine.
I am going to show you how music theory is applied to the lead guitar and how it will develop in the engine. I am only going to show you a lead guitar part as I would be here for ages explaining all different theories and music you might not understand so I have gone for the most common instrument the guitar.
This picture shows four different sections of the song

I will now cut these four up and explain what theory has to go in to them and why. Basically each bar has to have the same chord structures and end and start on the same tempo this is so when the engine links them together the song will sound correct.

The intro will start on tempo of 120.00 and I the four chords I will use are going to be Bm, E, C#m and D
Now for my other bar I can choose any chord that can link with Bm or D such as A of course you will need to go by the chord patterns for the genre you want. I think I'll stop here for now as either you totally lost or you get were I'm going with this I will post more once I got my samples settled into the engine and I'll make a blog on how I get the samples to work and react with the engine. Sorry if a few of a chords are wrong I don't think they are or just say if you don't think that this engine will be needed for any game engines or projects. Like to hear whether you find this useful or just plan nonsense this is my first big project and I'm still properly grasping Torque but I would like to know what you think to this blog also I know at the moment it has no relevance to Torque but it will do in the next blog.
Have you ever played a game where the music gives you so much energy to go round killing everything in site as fast as you can? Games I've experience with this are games such as Halo and Geometry Wars.
As a musician and gamer I want combine the two together, instead of having the game playing a song relevant to the level or a song just changing due to level. I'm going to hopefully develop some sort of music engine inside of Torque that can play the relevant samples of music together and then link each one to each other to create music that reacts to the atmosphere and continually plays but is always different. Example: if the engine detects a lot of player activity and enemy the song becomes faster and a guitar solo will come into play. This will work by basically the whole engine will be based up the basics of Music Theory, such as chord structures, beats per minute, scales intervals, pitches, dynamics and tempo. This music theory will then go in the samples made, which then can easily mix within the engine. By doing this people then with a good knowledge of Music can start to join the game industry and they don't need to know any coding as most things will be based up on music samples. The only coding will be to put the files in the right position and to get the samples to react with the right environment.

The image above shows the tracks for all the different sounds that go into the song. This basically shows a song building up to a solo in the way in which more and more tracks and sounds are added in order to build the sound up. Normally the track would not be spilt in the way that it is shown but I have split them up in order to explain how its goings to fix in to the engine.
Next I'll go on to explain how a song is made what rules you have to go by and why these rules are a very important to the engine.
I am going to show you how music theory is applied to the lead guitar and how it will develop in the engine. I am only going to show you a lead guitar part as I would be here for ages explaining all different theories and music you might not understand so I have gone for the most common instrument the guitar.
This picture shows four different sections of the song

I will now cut these four up and explain what theory has to go in to them and why. Basically each bar has to have the same chord structures and end and start on the same tempo this is so when the engine links them together the song will sound correct.

The intro will start on tempo of 120.00 and I the four chords I will use are going to be Bm, E, C#m and D
Now for my other bar I can choose any chord that can link with Bm or D such as A of course you will need to go by the chord patterns for the genre you want. I think I'll stop here for now as either you totally lost or you get were I'm going with this I will post more once I got my samples settled into the engine and I'll make a blog on how I get the samples to work and react with the engine. Sorry if a few of a chords are wrong I don't think they are or just say if you don't think that this engine will be needed for any game engines or projects. Like to hear whether you find this useful or just plan nonsense this is my first big project and I'm still properly grasping Torque but I would like to know what you think to this blog also I know at the moment it has no relevance to Torque but it will do in the next blog.
Recent Blog Posts
| List: | 07/03/07 - A Week and a Half worth of Recodings 06/18/07 - Help start the Viral 09/01/06 - 2D Fighting Game with real life recorded sprites 07/06/06 - Asylum Game (Ep) 07/03/06 - Dynamic Sound (Part 1) 06/16/06 - The Test Game |
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Submit your own resources!| Jonathon Stevens (Jul 03, 2006 at 18:47 GMT) |
-dish
| Luke Hopkins (Jul 03, 2006 at 18:50 GMT) Resource Rating: 5 |
| Pat Wilson (Jul 03, 2006 at 20:32 GMT) |
| Jonathon Stevens (Jul 03, 2006 at 20:45 GMT) |
@Luke - What email did you send to? I haven't seen it yet! I'm very interested in connecting you with the composer who actually came up with the idea to begin with. He currently works for me on Forbidden Dawn. Maybe the 4 of us (you too Pat!) could really hash out a design doc for the system and get started working it. We should talk more off forum about this.
| Luke Hopkins (Jul 03, 2006 at 20:49 GMT) Resource Rating: 5 |
| Jonathon Stevens (Jul 03, 2006 at 20:59 GMT) |
| Ajari Wilson (Jul 03, 2006 at 21:09 GMT) |
If you were to create a program like this to be used in GG's 2D and 3D engines I would be interested in checking it out. I find the indie community going through the same things that our big budget counterpart is just now getting over. A lack of ambition and priority in sound. Music is an afterthought in the indie community. Maybe this will help make music and sound stand out in indie games. Sounds interesting and I hope you guys can make this happen. Let me know if I can help test or contribute tracks or whatever.
-Ajari-
| Jonathon Stevens (Jul 03, 2006 at 21:13 GMT) |
Sound Designers and Engineers Unite!
| Paul Malyschko (Jul 04, 2006 at 11:10 GMT) |
| Jonathon Stevens (Jul 04, 2006 at 15:18 GMT) |
What exactly can you do with it?
| Paul Malyschko (Jul 04, 2006 at 16:32 GMT) |
There are two components to the set: the tracker and the engine which integrates into your game. The engine will play a song and whenever the game call triggers an event, that event gets sent to the current song, and if an event handler command has been set up at the right spot, the music will change depending on how the music has been written. Clearly this requires some co-ordination between the musician and the designer, but it gives power and flexibility to the musician.
The tracker will be shareware, the engine will be free (at least for the current supported platforms). The EA release has been delayed due to hard drive crashes and OpenAL bugs that have blocked finishing off the prototype tracker (a bug which I'm hunting down as I type).
The debug release of the engine currently weighs in at 267K. After stripping it and adding in Lua (for later features), it's reasonable to expect the size of the engine won't get over 500K, making it perfect for integrating into casual games. I would expect the size to grow once Ogg support is added, though by how much I'm not quite sure... I'll have to test it.
Hope that helps.
Edited on Jul 04, 2006 16:33 GMT
| Jonathon Stevens (Jul 04, 2006 at 17:11 GMT) |
| Paul Malyschko (Jul 04, 2006 at 18:18 GMT) |
The example you give would be pretty straightforward. It should be noted, however, that a tracker uses samples and not MIDI to create sound, so you are prerecording your instruments to a small degree. The quality of your song will relate directly to the quality and number of your samples.
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