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Design and implementation of a non-linear symphonic soundtrack of a video game
New Review of Hypermedia and Multimedia ( IF 1.2 ) Pub Date : 2017-10-02 , DOI: 10.1080/13614568.2017.1416682
Adam J. Sporka 1, 2 , Jan Valta 2
Affiliation  

ABSTRACT The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.

中文翻译:

电子游戏非线性交响乐的设计与实现

摘要 当代电子游戏中的音乐通常是互动的。音乐播放基于可用音乐素材片段之间的过渡。这些转变是为了响应不断发展的游戏玩法而发生的。这种范式被称为自适应音乐。我们面临的挑战是设计、创建和实施即将推出的视频游戏 Kingdom Come: Deliverance 的配乐。我们的配乐是一系列具有交响乐编排的作品。根据我们的设计决定,我们的目的是以尊重管弦电影乐谱性质的方式实现自适应音乐。我们创建了自己的自适应音乐中间件,称为 Sequence Music Engine,实现了高级音乐逻辑以及低级播放基础设施。我们的系统可以处理数小时的视频游戏音乐,
更新日期:2017-10-02
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