A Truly UserFriendly Game Audio Engine? 46
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 (Score:1)
Re:what's next (Score:2)
You mean like Nethack? Inevitably, someone will add something like their software to the game... Throw in some sound effects, and maybe specific tunes for special levels, and you get:
MuseHack!
Re: (Score:2)
Elite (Score:4, Informative)
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'. [guardian.co.uk]
I smell an idea (Score:4, Funny)
Re:I smell an idea (Score:2)
If you got a dime every time they played your song, you'd be making $10 per day, per station. Think about it.
dynamic music (Score:5, Interesting)
Anyway, you can find some samples generated by the engine here. [zenstrings.com]
Re:dynamic music (Score:2)
None of the music samples have any "feeling" though; there's not really anything in any of them that really stands out and gives the music any sort of character. They'd make good background music, but that's about it -- I doubt they'd be able to stand on their own as, say, a main theme.
Re:dynamic music (Score:2)
This isn't the first attempt at making a computer generate music. Bach, Mozart, etc. they all stuck to pretty rigorous rules when they composed music. Rigorous rules are usually perfect for computers. However what makes a piece spectacular is bending and pushing the rules to the limit, something that does lend it self very well to computers.
So it's impossible for a computer to come up with a great piece of music. They just can't innovate, they just imitate...
Some Musicians are not evil (Score:5, Interesting)
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.
Re:Some Musicians are not evil (Score:5, Interesting)
Re:Some Musicians are not evil (Score:3, Insightful)
If your spec if for a 72 hour responsive soundtrack that doesn't take up a lot of space, working with a musician and a tracker style sample/note playback system with some mildly clever arpeggiators is going to be a very good way to do it.
Re:Some Musicians are not evil (Score:1, Insightful)
Re:Some Musicians are not evil (Score:1)
Re:Some Musicians are not evil (Score:5, Insightful)
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?
Re:Some Musicians are not evil (Score:5, Insightful)
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.
Re:Some Musicians are not evil (Score:4, Interesting)
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."
Re:Some Musicians are not evil (Score:3, Insightful)
Re:Some Musicians are not evil (Score:3, Insightful)
The problem is that none of the have a high enough profile for you to hear about them, so you need to go and look for them - which is the point I was trying to make in my original post. Raising their profile to ther point where they get noticed is the hardest part for a musician who wants to give away their music, so being associated
Re:Some Musicians are not evil (Score:2)
The random music isn't really good as just background music (you may as well get someone to write you music it will be MUCH better) but for dynamic music.
Here's a first person death match example:
*You have 3 people all coming together - action music.
*Walking nowhere ne anyone else - boring music.
*Only a few kills till someone wins - faster music.
Movies
Re: (Score:2)
Seems familiar (Score:3, Interesting)
ZenStrings almost seems...inspired.. by tranquility's soundtracks. Especially the example/sample "Tranquilitatus".
Re:Seems familiar (Score:2)
Algorithmic music (Score:4, Informative)
Re: Algorithmic music (Score:2)
Sounds familiar (Score:3, Interesting)
They could use this... (Score:1)
Re:They could use this... (Score:1)
They seem to be using a copy to generate the comics... slight variations on a staid and mechanical premise and you think it is new content.
They say it's music... (Score:3, Insightful)
While it's probably quite a technical achievement (Score:1)
Website Hell (Score:1)
I tried to do this a couple times (Score:2)
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.
Re:I tried to do this a couple times (Score:1)
Headspace (Score:2, Informative)
musik (Score:2)
Algorithmic music? Try this kind of thing yourself. [spiderland.org] (Mac OS X).
~jeff
Opensource will beat them to it. (Score:2, Funny)
Here's the source:
#!/bin/bash
cat
Any improvements and bugfixes welcome.
I prefer a tune I can hum (Score:1)