In this chapter we will build on what we learned of audio implementation in Chapter 8 and discuss some advanced methods of music implementation. These methods will be ingrained with music composition, at times overlapping quite a bit with orchestration and arrangement as well. We will then go into middleware integration and cover some more experimental music implementation methods. We will end with some helpful tips on experimenting with game music and implementation.

Approaching Implementation

There are many approaches to musical implementation, but composers tend to divide themselves into one of two camps. Some composers think of an implementation style before ever writing a single note. Others work diligently to perfect the musical style before even considering how it will work in game. There is nothing wrong with either of these approaches, but there are positives and negatives to each.

For composers that begin with a clear idea of implementation before writing the music, the ability to hone in on the perfect emotion and style to fit the game is severely limited. It’s roughly akin to making a frame before you know anything about the picture that will go inside. Starting with an implementation idea works if you are very confident in the intended musical style already, and are looking to make integration either very specific or very smooth. It also might be necessary if the game requires music that adapts to the mechanics in a very particular way. This may need prototyping of the implementation system first, and a focus on stylistic considerations afterward.

This method does not support a very creative or experimental compositional process because the implementation method dictates the type of music you will be creating, almost like painting by number. In our experience, this approach usually leads to smoothly integrated adaptive systems, but the music itself can sometimes be generic and uninteresting. All that being said, some composers lead with implementation because it inspires them! There are certainly games where the technical aspects are equally as important as the music itself. If using implementation as a starting point is a source of this inspiration, and it suits the needs of the game and your workflow with the developer, then by all means use it to your advantage. Just be sure to leave adequate time to fine-tune the composition of the music itself as it is of equal importance and is much more “visible” to the player.

The other way to approach implementation is, interestingly enough, to completely ignore it. Guy Whitmore has coined this as the “play it, don’t say it”1 method, and it works very well for digging into the music composition itself before worrying about the technical aspects. This is also a very compelling way to show your developer what you’d like to ideally do with the game from a musical standpoint. Although it doesn’t address issues of implementation right away, it often leads to highly creative, envelope-pushing implementation techniques later on in the process.

To approach this method you would first need a gameplay capture. The next step would be to score the capture as you would a linear film. Do not hold back due to implementation concerns. Force yourself to write music that fits as tightly as possible, as if it were a film. Then show it to your client and assess how well it works. When everyone is satisfied with the music, then implementation can be addressed. It won’t be easy because you will likely have written some very idiosyncratic transitions. Sometimes adjustments need to be made, but by thoroughly thinking through the transitions in the music you will be able to cut viable chunks and lay them into a workable adaptive system.

The draw here is twofold: for one it is very difficult to think about creating the most effective music possible while focused on implementation challenges. This method allows you to focus on one aspect at a time. The other positive is that it will give you more time to brainstorm and iterate different musical ideas in a short timespan. It takes virtually no time at all to sketch out five to ten ideas onto a gameplay capture and select the best direction. By contrast, if implementation were considered during that process the time would be tripled or quadrupled. It just takes too long to prototype adaptive systems and the composition itself simultaneously.

Arranging and Orchestration as Implementation

Many of the orchestration and arranging techniques in the previous chapter are applicable to all kinds of music. However, being an interactive medium, arranging comes into play in a very important way when writing for games. As a composer, the way you stack your chords and layer your parts (regardless of instrumentation) will have a significant impact on the effectiveness of a game scene. It’s important at this stage of the process to start to think about the level of interactivity that is appropriate for your game, and by what means you will extract the desired mood from your music.

We’ve approached this topic a few times already, but what we are essentially concerned with now is the modularity of our music. Modularity can mean many different things in this context, but the basic idea is that our music has to be able to change as well as remain static so that it is adaptable to the game state. There are a number of ways to visualize this process. The end result is that our musical arrangements will always be dissected into smaller, moveable elements (sometimes we will call them modules).

There are two main categories that most types of adaptive scoring fall under (regardless of how implementation is approached), both of which we have touched on in Chapter 6. Together these categories constitute a broad framework of interdependent composition and implementation techniques. Vertical layering (sometimes called additive layering, mapped layers, vertical remixing, layering, or vertical scoring) and horizontal resequencing (sometimes called interior pathing or horizontal scoring) are commonly used and immensely powerful tools for implementing nonlinear music. These are loose categories used to conceptualize nonlinear musical systems, and each contain numerous specific techniques within them. There are many ways to utilize these vertical and horizontal methods both separately and in combination. Below we will give an overview of each category and then explore various techniques in depth.

Advanced Vertical Techniques

As you recall from Chapter 6, vertical layering is a method of implementation where layers of music are stacked on top of each other and activated by the game state. We can use these layers to control the mood and intensity of a cue. These layers can be comprised of any instruments, and can serve any number of emotional changes to a game scene. While exploring vertical layering systems, keep in mind that vertical layers always act as a means of adding density to a score. For this reason vertical scoring is commonly used to take a game scene from neutral to intense and back.

Figure  9.1  Adaptive music making use of vertical layering. Each block represents a loopable chunk of music. The clear blocks are triggered simultaneously with the opaque blocks, but are not yet active. Most if not all vertical techniques will have a similar structure.

The strength in this technique is that it is actually quite easy to achieve. As composers we naturally think of adding layers of instruments to change the mood of a cue, so vertical scoring is usually intuitive to us. Another huge strength with this approach is that the layers can easily be tied to any game data, so the transitions sound smooth in game. For example, the layers could be set up to amplify intensity in a horror game. We might create a parameter or game sync called “distance to monster” that tracks the actual distance between our PC and an enemy. In this case the closer the player is to the monster hiding in the shadows, the more layers are added to the cue. This type of system can be used for any number of scenarios, so it is a very flexible way to implement game music.

The limitation of this technique is that it also puts us in a box where the only way to change the mood of a cue is to add or subtract instruments. This can actually result in some very static and even non-musical cues. Consider that there are many ways to change the mood of a piece including modulation, chord changes, melody changes, and so on. In general, you are stuck with whatever chord changes, melodies, and key changes are present in your base layer, so use vertical scoring with caution.

Let’s take a look at a few ways to use vertical scoring effectively.

Vertical Layering by Instrument Group

The natural starting point for vertical scoring is to split your layers up based on instrument section. For example, after we have written a looping cue, we could split the cue into four layers for implementation: 1) strings, 2) winds, 3) brass, 4) percussion. These layers could then be brought into middleware and triggered based on “intensity.”

An important point to remember is that with vertical layering the ordering of layers should generally be from least to most dense. There is some ambiguity here depending on the parts you write, but if you start with a very dense layer of percussion and then add a sparse layer of woodwinds it is unlikely to make a significant impact on the mood of the cue. A far greater impact is made if you start with winds and then add the percussion on top, because the percussion will make a noticeable impact. You will be limiting the flexibility of your system if you choose to bring in your densest layers too early. This goes for just about every type of vertical layering system.

Vertical Layering by Timbral Grouping

A very close cousin to layering through instrument sections is layering through the timbral groupings we studied at the end of Chapter 8. Here, instead of splitting based on strings, winds, brass, and percussion, we would split layers based on wind group I, wind group, II, brass I, brass II, etc. This can be slightly more effective if the texture is chordal because it will help with achieving clear, balanced voicings.

Vertical Layering by Mood and Intent

This method is a combination of the first two with the added stipulation of intent. This means that you will split up layers not just based on balance in the orchestra, but on the intended emotional outcome for your player. Here we might make use of one layer that contains low strings and low woodwinds together, achieving a dark and ominous effect. We might make use of high strings and woodwinds as another layer, achieving a soaring and bright effect. The low strings alone are not as dark without the low woodwinds, and the high strings alone are not as bright as they are combined with high woodwinds. For this reason, these pairings are not split up by instruments or timbres, but are nonetheless extremely successful at evoking emotion.

Vertical Layering by Interlocking Motifs

Vertical scoring by interlocking motifs is a common and highly effective implementation technique. It can be heard in games ranging from the Zelda franchise all the way to Nier Automata, so it is important to have it in your toolkit. The idea behind this technique is not so much about the timbral grouping of each vertical layer; instead the emphasis is on how the layers interlock. With interlocking vertical layers, every group of instruments is meant to “lock into place,” as if they were each a piece of the puzzle. Each layer then has a particular space in the overall mix, and every instrument should be audible and clear even when all the layers are triggered. In fact this is an important criteria for all vertical layering systems, but it is taken to the next level with the interlocking method.

In an orchestral setting vertical layers have a tendency to blend together, which is often the intention. As a consequence this method of vertical layering works extremely well with non-traditional instruments as well as orchestral instruments. Synthesizers, samples, processed effects, and orchestral instruments are all fair game with this method so don’t hold back if you’re thinking about using it. Hybrid templates sound fantastic when interlocking in a game soundtrack. It can be compared somewhat to a fugue, or to a heavily polyphonic piece of concert music. Every melody, countermelody, and rhythm contrasts so prominently that their entrances are noticeable. But when all layers are triggered each motif becomes a dot in a pointillist painting.

Adaptive Mixing in Vertical Layers

It is possible to adjust your music mix in real time using vertical layers. This is helpful for settings in which the composition is fixed, but the mood needs to adapt. In other words, you can use this method to change the timbre or instrumentation of your layers, but not the basic elements of the music itself.

One example of this is splitting a cue up into melody, chords, percussion, and background instruments. In a way this can be thought of as vertical layering by function. Here we might have two or three alternate versions of each layer, which differ in instrumentation. For the melody layer we may have a flute layer, a cello layer, and a pizzicato string layer. These alternates contain the exact same melody, but by switching the instruments we can change the mood or tone of the music as a whole. The flute might be bright and cheery, while the cello would be darker and more somber. Pizzicato strings as a melody could be considered quirky or ironic. Based on the actions of the player, your vertical system will fade in and out of the corresponding layers.

Vertical Layering Limitations

An important consideration to make here concerns the emotional flexibility of all vertical scoring methods. Vertical scoring is powerfully adaptive and easy to control, but it has some limitations regarding mood. Because every layer has to work together in various combinations, there is a limit to the textural contrast of each layer. It is not likely that a heavily polyphonic layer with a wild harmonic progression will fit smoothly with three other layers that stay in the same key and operate homophonically. This is where we begin to see a need for horizontal scoring, which absolutely can accommodate this contrast.

What vertical scoring can do well is provide almost infinite possibilities for adaptive layering and mixing within a basic range of emotion. This range can stretch with a bit of creativity, but there is always a limit. It is important to understand vertical scoring as a means of adjusting intensity and density in an adaptive way. If vertical layers are meant to provide a spectrum of emotion from neutral to dark, then the intensity of that darkness is what we are changing by adding or subtracting layers. Equally important to note is that regardless of mood, adding vertical layers always increases the density of the music. Subtracting vertical layers always decreases density. From a compositional perspective this is incredibly important in games because there are many circumstances where increased density is not necessary or even beneficial.

One helpful example of this is with infinite runners where an increase in distance also increases the speed. It is tempting to pick a base layer and then add more layers on top as the player reaches distance milestones. However this isn’t always the best approach. For many infinite runners the key emotion is urgency. If you start a vertical system with a layer at a lower tempo you may never reach the level of urgency that the game calls for. You will however be increasing the density, but as we have learned that is a completely different quality from urgency and the intensity of that urgency. In short, know what vertical scoring is capable of and what it’s not, and then use it to your advantage where appropriate. In the case of our infinite runner, a horizontal system that transitions tempo might be a much better fit.

Visiting Artist: John Robert Matz, Composer

Orchestration, Instrumentation, and Interactivity

Frequently, when designing reactive scores, a composer will use orchestration elements to more effectively tie the music to the player’s actions on screen. This can manifest in a multitude of ways.

A simple example might be to use unpitched percussion elements, tonally ambiguous synth sweeps, string aleatory, etc. to facilitate a change in music, a pivot point to introduce a new cue, a new feel, etc. In the acoustic/orchestral realm of my score for Fossil Echo, tam-tam and cymbal scrapes, chimes, shakers, and deep taiko and bass drum builds and hits were especially effective at providing simple, effective transitions from one cue to the next. The amount of the spectrum they used had an effect of “wiping away” the old key and feel, and setting the stage for the new one, without breaking the musical immersion by fading out awkwardly.

Another possible example involves layering. Say you need to compose an adaptive piece of music for a linear chase sequence, with a separate “danger” layer to be introduced should the player start to fall behind. You might tailor the orchestration for the primary layer of the piece to leave a space for a layer of driving drums, percussion, and high, dissonant brass that would be controlled by real-time parameter control (RTPC; see Chapter 8).

The biggest thing to remember is that you only have so much room in the audio spectrum at any given time, and, as such, you need to make sure that your orchestration choices mesh with each other well in any possible scenario. You don’t want to step on your own musical toes.

Vertical Applications in Middleware

Most vertical techniques are accomplished in middleware through use of RTPCs and automation (see “Audio Middleware,” Chapter 8, page 265). In short, RTPCs allow middleware to track values in the game engine and automate aspects of our musical system. Each program has a different method of application for RTPCs. Game parameters in FMOD and game syncs in Wwise (see Figure 9.3) track game data, at which point we can set volume automation to respond. These automation ramps will determine which layers the player is listening to as the game changes. The techniques described above are different ways of splitting musical cues into layers, so that they respond appropriately to the game data (see Figure 8.3, page 268).

An example of how this could be applied to middleware would be a vertical system tied to the number of enemies in a combat scene. First you would create a parameter or game sync (depending on whether you’re using FMOD or Wwise) and call it “number of enemies.” You would then split up a combat track into three layers based on their intensity level (low, medium, and high) and import them into your middleware program as separate assets. Finally, you would draw in volume automation ramps that trigger one layer at a time as the “number of enemies” value increases. We are left with a vertical layering system that increases in intensity as the number of enemies in the scene increases.

Figure  9.2  A screenshot from an FMOD session: this session employs both vertical and horizontal techniques.

Vertical Systems

Figure 9.2 shows an example of a vertical system (among other things, which we will get to shortly) in FMOD. Here, the vertical layers (A) are equipped with volume automation and ready to ramp up according to the “mood” parameter (D). Note that the mood parameter begins in the middle and can be dialed both clockwise and counterclockwise. This determines whether or not the exploration music evokes a “light” or “dark” mood. It also controls the intensity of the two moods. A value at the center, which is where the parameter is initialized, results in a completely neutral, percussion-only layer. See the Sound Lab (companion site) for a full analysis, as well as a link to download it and play around with it yourself.

Figure  9.3  The game sync window in Wwise: this is analagous to parameters in FMOD, and it allows users to “catch” incoming data from the game engine and adapt the music according to those values.

Advanced Horizontal Techniques

Horizontal resequencing is our second category of adaptive music composition and implementation. What vertical scoring lacks – the ability to incorporate tempo changes and changes to the overall texture of a cue – horizontal scoring accomplishes naturally. Instead of using layers of sound like a vertical setup, a horizontal setup is much closer to a linear musical transition. In this way fully composed modules of music can be triggered, transitioned, and shuffled in whatever way fits the game state.

The advantage of this type of scoring is that it can accomodate abrupt shifts that drastically change the mood of a game. Most games that feature combat music will incorporate some kind of horizontal resequencing. Combat music is often at a faster tempo than exploration music, and these shifts necessarily occur immediately as a combat sequence is initiated. Horizontal resequencing is needed to trigger and transition these shifts.

As always, there are limitations with this method. The main limitation is the mechanism for transitioning. If a horizontal module is to be triggered immediately, the transition can often sound abrupt and non-musical. In these scenarios, it’s important to consider your priorities to the game and to the player. Sometimes an abrupt transition is more useful to the player because alerting them to a potential threat is necessary for the player to succeed in combat. Scenarios where transitions have more flexibility are much easier to smooth over and polish because they can be faded over a number of bars to land on a strong beat. In addition, horizontal scores can easily sound mottled and dissimilar if careful attention isn’t paid to the instrumentation and mixing of each cue. Meticulous attention must be paid to horizontal scores in order to ensure cohesion. In any case, using volume envelopes with increased release time can be a huge help when transitioning disparate segments. Well-placed stingers can also help cover up awkward or abrupt transitions.

Let’s look at some effective ways to utilize horizontal resequencing.

Stingers and Transitions

Although we mentioned using stingers (short, linear chunks of music) earlier, we have not yet covered how useful and far-reaching their applications can be. Stingers are usually thought of as brief, catchy melodies that help players identify treasures or valuable pickups. However their true potential can be realized when used in conjunction with other loops. In this way stingers can act as intros and outros, adding purpose and development to the musical structure. They can also fire over the top of a loop, behaving almost like a sound effect to alert players to some item being used, or a special attack being triggered.

Lastly, and most importantly, stingers can be used as transition pieces to connect larger modules of music. This is an important function because it allows composer to write complex and diverse music in disparate styles. These modules can then be attached like Legos using stinger transitions. The best part of this method is that these stinger transitions are pre-composed and linear, so they will sound extremely musical and cohesive moving into or out of another musical cue. If care is taken to write effective transitions, it’s easy to approach the tailored sound of film scores with this technique.

Horizontal Resequencing to Define Musical Structure

In traditional linear music we often take for granted its ability to take us on a journey. But how do we accomplish the same when composing for games if you can’t predict player actions? The answer is by using horizontal scoring methods. To feel satisfying, musical cues need to have a clear structure (see “Form and Structure in Game Music,” Chapter 6, page 184) that corresponds to game states. This means that any cue should have a compelling intro, a number of varying and/or contrasting sections (A, B, C, etc.), and a clear ending. It is possible to accomplish all of this using only horizontal scoring.

Our starting point will be the introduction. This is essentially a stinger which will trigger and move on immediately to the next section. The length will depend on the context of the game, but generally it will be a short (one- to five-second) introduction to a cue. Often these stingers are attention grabbing and fun. The intro needs to successfully alert the player to whatever new game context is about to occur (immediate combat, a potential threat, a mini-game, etc.), and it needs to lead into the main loop in a musically coherent way. Remember that as the introduction, this stinger is really asking a question that the player must answer with her actions. The stinger shouldn’t feel like a musical resolution; instead it has to feel somewhat open ended so that the player feels like there is more to come.

Next comes the loop. This loop serves the sole purpose of setting the mood for this new game context. It’s important that this module (we’ll call it the “A” section) loops because we won’t know how long the player will take to complete her task. On the one hand, if it’s a combat task it could be as quick as a couple seconds. On the other hand, a puzzle could take minutes to solve. The priority here is to compose a loop that exactly fits the mood of the task.

Finally, we need an ending to our horizontal system. After the player completes her task the music needs to quickly arrive at a satisfying conclusion. This is accomplished by composing another stinger. This time the stinger should feel resolved. Our player has defeated her enemies in combat so this outro is her reward. An open-ended ending stinger would feel quite unsatisfying here. In this sense we are now aiming for a period, or an exclamation point, rather than a question mark.

Horizontal Staging

The above type of setup can be made more adaptable in any number of ways. The “beginning–middle–end” structure is just one possibility. Adding other tiers of horizontal staging is a great way to add complexity and adaptivity to a game scene. Take a boss level for example. Bosses usually have different forms that emerge when a certain amount of health points are lost. This usually means the combat will be split into multiple stages. For each stage the musical cue should change correspondingly. Perhaps Stage A is meant to feel easy, but Stages B and C are meant to be insanely difficult and chaotic. In this scenario the horizontal structure may now look like this: Intro–Stage A–Stage B–Stage C–End. In this way each stage can accommodate tempo changes, instrument changes, or basically anything you can imagine that will up the ante. This is noticeably different from vertical methods because we are actually transitioning to an entirely new piece of music, rather than simply increasing density in the same piece of music.

To smooth out the cue as a whole it is also possible to insert transitions that help the piece build organically: Intro–Stage A–Transition–Stage B –Transition–Stage C–End.

It’s possible that each stage shift may be accompanied by a cutscene, in which each transition will be replaced by a linear score to fit the cutscene. In this case each stage might act as its own mini-horizontal system. By this we mean that after each introduction stinger, the stage in itself is a loop, followed by an ending stinger that transitions into another linear cue that synchronizes with a cutscene. A three-stage battle would then look like this:

Intro–Stage A–End–Cutscene

Intro–Stage B–End–Cutscene

Intro–Stage C–End–Cutscene

In these more complex examples it can dramatically help with transitions to quantize horizontal triggers (not to be mistaken with quantizing in a DAW). This means that transitions will only occur 1) after a parameter/game sync meets a predefined value (e.g. Boss reaches < 100 hp), and 2) after a pre-defined number of bars or beats (e.g. after the Boss reaches < 100 hp and the music reaches the next downbeat). This ensures that there are no abrupt cuts or unwanted shifts in rhythm. There are times when immediate shifts may be desirable (as mentioned above), but that is left to the composer’s discretion. Volume envelopes can again smooth over these myriad transitions, as it did in our examples above.

Refer back to Chapter 8 for some specifics on transitions, and be sure to check out the Sound Lab (companion site) at the end of the Chapter 9 for some video tutorials and examples that go into detail on how to set up these systems.

Horizontal Markers

At times it will be necessary to take a longer cue and make it adaptive. For example, a developer might love a particular theme you wrote and want it used in a battle scene. In these scenarios it can be helpful to use markers to define sections of the track. It will be necessary to listen carefully to the track to find points that will loop seamlessly, and designate them with markers. Since the track is linear, it will likely already have a structure to it, but only parts of it will sound cohesive when looping. Drop a marker on these sections and use horizontal transitions to trigger each section of the track as the gameplay dictates. Note that you may have to cut up some sections and move them around in order to ensure seamless looping.

The goal for this technique is to allow adequate flexibility of a track. It should function similarly to any other horizontal scoring method, but will allow you to adapt a linear track to fit the game. Usually the markers are set as mood markers. So Marker A will dictate a subtle exploratory mood, while Marker B might be designated for combat.

Horizontal Applications in Middleware

Most if not all horizontal techniques will be accomplished using sound containers and transitions. As covered in “Audio Middleware” in Chapter 8, sound containers are playlists of music. We can randomize them, weight them differently, loop individual cues within the playlist or the entire playlist itself, and basically perform any operation on them that we want. Transitions are functions in a middleware program that jump from one sound container (or marker) to another based on parameter or game sync values. We can define the threshold ahead of time, and when the value hits that threshold, the transition will occur.

For more resources (including a downloadable version of this session) see the Sound Lab (companion site).

Adding Randomness and Variation

Randomness and variation are essential components of game music. We discussed many ways to increase randomness and variation in Chapter 8, but now we will discuss them as they relate exclusively to music. Much of the terminology remains the same however, so feel free to refer back to Chapter 8 at any point if you are confused, or need to refresh your memory on some of these topics. Keep in mind that many of the techniques we discuss in these later chapters will not feel comfortable until you take a practical approach with them, so be sure to check out the Sound Lab (companion site) at the end of each chapter.

Playlists and Randomization

Complexity and variation can be added to the horizontal and vertical methods by using playlists (see Chapter 8). For example, instead of using one loop (A) in between intro and outro stingers we can instead randomly select from multiple loops (A, B, C, etc.). This will add some interest to the main module of a horizontal system and keep things fresh for the player. We can use playlists for stingers as well. This is especially effective when you want the player to feel excited and/or uncertain as the game state changes. Horror games in particular are great opportunities to employ playlists of stingers. Each stinger can be a new and horrifying way to alert the player of an incoming threat.

To make a horizontal system as random and varied as possible you can also use randomized playlists for the stingers and the loops. This adds some unpredictability to the scene, without changing the mood. This works well for open-world games where players will be logging hundreds of hours. It will get you the most mileage out of your system and keep players from muting their TVs.

In the case of a vertical system, playlists can be used to randomly (or intentionally) vary instrument timbre for a given melody. Rather than having one layer with the violins playing a melody, you can instead use a playlist for that melody layer. The playlist would then contain multiple loops of the same melody performed by violins, a flute, and a vocalist. The audio engine would then alternate between them either randomly or based on game data. The same process works just as well for chords, background parts, and variations for all of the above. In effect you could have an entirely randomized system where the compositional components (melody, harmony, rhythm) of a track remain the same, but the instruments that play them are constantly shifting!

Most middleware programs will allow you to set a play percentage or weight on each item in the playlist (again, see Chapter 8). This allows you to control the amount of randomness in your music system by limiting variability. Having a playlist on each module of music will vastly decrease the chances of your system becoming repetitive or stale upon retriggering.

Figure 9.2 (H) gives us an alternative look at some basic randomization settings for horizontal transitions. In this case, we can actually add a bit of chance to a horizontal trigger by altering the probability settings. For values below 100 percent, the horizontal trigger will sometimes fail to execute.

Variation for Musical Development

From a compositional perspective, it can be very effective to rearrange themes and motifs using different instruments and ensembles. This method can effectively create variation on a small scale by providing a fresh sound for frequently used themes. On a larger scale, it allows further development of your music. A theme can be used and reused many times if the arrangements are sufficiently different. A character theme for example can be arranged for a chamber ensemble during intimate moments, and then rearranged for full orchestra during a battle. In most cases the context of a theme has more of an impact on the player than the theme itself.

As you’re using this method, keep in mind the story arc of the characters and the game itself and try to update your arrangements to match the story. Characters that are descending into villainy can have an arrangement that matches this descent. Likewise, characters that begin the story in a dark situation can also have arrangements which develop into something more hopeful or triumphant.

Lastly, in terms of variation and development, there is no replacement for well-designed linear cues. By recreating a theme with some new elements it is possible to make the original theme feel fresh when it triggers again later on. In many cases these new elements can be adding or changing instruments as mentioned earlier. It is also equally as effective to compose variations in harmony, melody, and any other compositional elements themselves to match the game context.

The Sound Lab

Before moving onto “Composing Complex Adaptive Systems Using Middleware,” head over to the Sound Lab for a practical look at vertical and horizontal basics.

 

 

Composing Complex Adaptive Systems Using Middleware

Now that we have covered a few horizontal and vertical scoring techniques in depth, we can discuss how to combine these methods into complex, adaptive scoring systems. Refer back to Figure 7.5 (both the full score and the middleware session of the cue are available on the companion site under Chapter 7 and in the “Study Score” section). This polyphonic example employs an introductory stinger, and a loop that contains vertical layers. In this way it combines vertical and horizontal methods to achieve adaptability. Complex systems like this are used to emulate the style of tight scoring that can be heard in many films. Older cartoons often referred to this style of composing as “Mickey Mousing” because the music would follow along closely with Mickey Mouse’s movements. Highly adaptive music systems are the video game analog of tight scoring, and they can be extremely effective in the right context.

There is an infinite number of ways in which vertical and horizontal systems can be combined, which makes it difficult to establish foundational tenets. Usually these systems employ multiple parameters/game syncs in creative ways to deepen the adaptivity. In general the most effective way to understand highly adaptive systems is to make them yourself. That being said, we have provided a few more advanced theoretical concepts below that can be achieved using virtually any middleware tool or proprietary audio engine. In the Sound Lab we detail more specific and practical methods using Wwise and FMOD. To reiterate, the technology of game audio changes constantly. What is important is honing your ability to plan and implement a system that will support gameplay in a flexible and coherent way.

Combining Vertical Layering and Horizontal Resequencing

A fantastic example of an extreme musical adaptivity is the game Peggle 2.2 The composer, Guy Whitmore, used a combination of vertical and horizontal techniques to score the player’s actions very tightly. Peggle 2 is similar to pinball in that players shoot balls onto a two-dimensional map to hit pegs and progress through to the next level. Musically, this game uses many short, vertically scored loops in conjunction with horizontal stingers and transitions to create a sense of development and progression throughout each level.

The system as a whole can be thought of as a series of horizontal stages with added vertical layering. The vertical layers allow for subtle shifts in intensity while the horizontal elements produce more drastic shifts in urgency. These shifts include changes to the orchestration as well as modulations to closely related keys. Modulations are generally avoided in game music due to the immense difficulty of coordinating them, but with Peggle 2 composers can no longer use that as an excuse. The horizontal elements also act as natural climaxes in the music that sync to the animations and provide some structure so that it feels like a tightly scored movie.

On top of all of this, the actual pegs themselves generate musical notes when hit. These notes are tied to the scale that Whitmore uses at each horizontal juncture in the system. The notes proceed in ascending scalar order to relay a sense of anticipation onto the player. The amount of thought and planning that goes into a highly adaptive system like this is monstrous, but the end result unequivocally pays off. Peggle 2 wraps its musical system around minute player actions and gives players an experience as tightly scored as any Disney or Warner Brothers cartoon.

Visiting Artist: Dren McDonald, Composer

Inspiration and Interactive Music

Inspiration is that piece of magic that keeps us going when everyone else you know is asleep and you are solving musical/gameplay puzzles when your body wants to lurch you off to dreamland. So let’s start with that!

Interactive music is quite unique, and I’ve found that for myself, the gameplay (and narrative, if that is a strong component) is usually responsible for sparking the initial musical inspiration. If you are lucky, that spark can carry you through a project from start to finish, like a pair of wings taking you through the fluffy clouds, which brings me to a story about a game that did that for me, Gathering Sky (hence, the wings metaphor … you’ll see.)

I first experienced Gathering Sky (initially titled Apsis) when it was an entry at IndieCade and I was volunteering as a juror, reviewing games. A lot of the games were broken, builds weren’t loading on devices like they were supposed to, many games felt like obvious “homages” to other games, and there were times that this volunteer gig wasn’t exactly what I hoped it would be. Then I came across Apsis in my queue. The game actually opened and I could play it, so they had that going for them. The game began with a singular bird and you would guide the bird through the sky … until the bird finds another bird friend, and when the birds interact, the new bird friend will follow your first bird … and then you continue to build up more bird friends as you fly through this mysterious sky of clouds, wind currents, and rock formations. Before you know it, you are guiding an entire flock through the sky, and you feel somewhat responsible for these pixel creatures in a way I can’t explain. You’ll just have to play the game to experience it.

I think it was this initial feeling that hooked me with this game, and really sparked my imagination. Why did I care so much about my flock? How did I become so emotionally engaged with this experience that did not include other humans or human forms or speech or an obvious storyline? I was emotionally invested in the experience and I couldn’t stop thinking about it.

During that first playthrough (in which I played the entire game, for 45 minutes straight, no breaks), there was music in the game, but no sound design to speak of. Somehow the music was appearing to work with the game, however the songs were linear, and would just end, leaving silence. So something strange was happening.3 I gave a detailed review of the game, lauding its virtues and then giving an incredibly detailed list of improvements that they should consider for the audio. I did not forget the game, but I didn’t expect to hear from the developers about any of my ramblings.

Fast forward a few months, and I was at an indie game event in San Francisco. Devs were in a room just showing off their games, as is usually the case with these smaller events. And then I saw it … the BIRD GAME. Holy cow, these developers are here! So I got to talk to them and tell them “Hi, yes, I was the one to give you all of that detailed audio feedback for your game, but don’t take that personally, I loved the game; this is meant to be constructive feedback.” After chatting with them for a while, we exchanged information and left it at “Well, I’m really busy with several projects at the moment, but I know a lot of other game audio folks who would probably love to work on this if you decide that you want help.”

Long story short, all of those projects that I had lined up just disappeared or got rescheduled and I suddenly had time. Almost as if the universe made me available for this project.

So I began work on the game. It went on far longer than I anticipated that it would, but returning to the theme of “inspiration,” even as the game development continued and started to feel like a lot of late nights in a row, I continued to raise the bar of possibility for this project. This was really only because I believed so much in the vision of this “experience” (it’s more of an “experience” than a “game”). I wanted to push myself to see what I could bring to this project to bring it to life. That inspiration can sometimes be rare, but when you find it and open yourself to it, it works like magic.

Nested Events: Music

Although Peggle 2 is an example of adaptivity taken to the extreme, the possibilities are far from exhausted. A complex as vertical/horizontal combinations can be, they can be made even more complex through a process called nesting. Nesting events is a process by which entire musical systems can be made modular (see Figure 9.2(G) for an image of a nested event in FMOD). This allows adaptive systems to be reference within another system or master event. This can be quite useful at times, especially if the majority of music in a game scene is simple and one particular aspect of it is highly complex.

One example of this is if an exploration game includes a mini-game on a particular level. In this scenario most of the music may be a simple loop or vertical layers. When the player triggers the mini-game the nested event can spring into action at whatever level of complexity is required. In this case the mini-game music event can be as complicated as desired, but the master event will be clear and organized.

Another more complex example of nesting is what we like to call the 3D approach to implementation. If the Y-axis consists of vertical layers, and the X-axis consists of horizontal modules, then the Z-axis (the third dimension of our music system) could be a nested event. Let’s say, for example, that all of our vertical layers are triggered, making the music as intense as possible. Our system is able to jump around to different horizontal sections as well at a moment’s notice. This is a system we’ve seen in many examples thus far. But in this example we can nest the vertical/horizontal system and use a master event to add more to it. We can add an entirely new nested event, set up with the same functionality as our first vertical/horizontal system, but with entirely new sounds. We can then use a parameter/game sync to crossfade between these two sets (or planes) of events.

The power of nested events is their ability to organize large and complex events into one or more master event. These master events allow for simplified functionality, while the nested events maintain a high level of adaptivity. They also allow a complicated event to be used in more than one game scene, or as a template to be used with other music (as we saw in the 3D approach). In more involved scenarios master events can be comprised of many nested events. The only limitations are the needs of the game and your own imagination!

Branching Music Systems

The term branching refers to music systems where the outcomes split based on previous events. The musical outcomes, or branches, the player would hear would be different depending on how she played the game. With this logic, a linear system (as we have seen before) would look like this: if A then B, if B then C, and so on in a straight line. With a branching system we would get something like that shown in Figure 9.4.

Figure  9.4  Example of music that branches into various outcomes.

Each of these letters represent possible outcomes, like a musical “choose your own adventure.”

It’s important to note that branching systems are theoretically technique-agnostic. This means that you could device a branching music system with only vertical methods, or only horizontal methods, or a combination of both. You could even devise a system where each cue is entirely linear, but the overarching logic is not. This makes it extremely adaptable to different game genres. In practice, these systems work great for decision-based games, visual novels, and text adventures. Exploration games are another great application for branching systems – you could device a system where the outcomes correlate to different pathways in a maze. In a loose sense, many adaptive scores are branching to a small extent. “Game Over” stingers are an example of one particular branch in a score. Regardless of the application, branching systems are incredible tools for telling a story through music. At the very least they can be helpful in conceptualizing entire trees of narrative logic. At most they can be the foundation of a highly complex and adaptive musical system.

Aesthetic Creativity and Composing Outside the Box

The issue of aesthetics in game music is extremely complicated. On one hand, as composers it is important for us to write music that speaks to the player on a personal level. It is equally important that the music in a game has a unique personality to it which helps set it apart from other games. On the other hand, the music needs to support the gameplay. Which of these is the priority? Looking at the big picture of game development, the latter has to be the priority. If the music is distracting or creates unnecessary confusion for the player, then the music is not a good fit for the game. However on smaller scales a little bit of outside-the-box creativity can go a long way toward making a game memorable. Both of these approaches to game music can coexist if you are able to keep the bigger picture in mind.

There are two areas of a game soundtrack where we as composers have full freedom to experiment and compose outside the box. The first is in the aesthetics of the music itself; the second is in the implementation. The aesthetics of a game soundtrack refer to the basic elements of the music itself; instrumentation, arrangement, harmony, melodic motifs, etc. The implementation refers to how the music is triggered in game. Both of these areas are rife with opportunities to experiment.

When (and When Not) to Experiment

Before we get into some techniques for composing outside the box, we must determine when to compose outside the box. The truth is that not every game needs hyper-complex adaptive music. And not every game needs the timbral density of a Mahler symphony either. Sometimes the best musical solution for a game is the simplest.

The best way to determine if this is the kind of project that calls for experimentation is to take a hard look at the game design pipeline. Ask yourself if there is room in the order of operations to insert an experiment and possibly fail. If the answer is no, then it is likely an unwanted risk. This is not always a bad thing. Some developers know exactly what they want and are therefore very clear about it. If your communications with a developer look similar to a task list with musical references, then that makes your job clearer and more organized. If you have an idea that will make the game better, float it by your client and be open to whatever response you receive. Also note that the idea should make the game better, not just your music. There is a clear difference there. Sometimes the results overlap, but not always. Be aware of what your goals for experimentation are, and are not.

If your developer has a much looser pipeline, and has given you some flexibility in terms of style, then you will likely have an opportunity to play around with some of your ideas. It is still important here to communicate before sinking exorbitant amounts of time into an experiment, so don’t skip that step. Developers with this attitude are usually working on smaller games, possibly passion projects. They often look to you as an advisor if not audio director, deferring to your judgment on audio matters. This is a great space to try something new and exciting provided it fits the mechanics of the game and does not interfere in gameplay.

It is impossible to provide an exhaustive list of game characteristics which are better suited for this style of composing. The best way to determine if your musical experiments work with the game is to implement it and play, play, play! If you’re having a hard time, ask your client if you can form a small sample group to playtest with the music. Sometimes it takes a non-musician to quickly determine if music helps or hurts the gameplay.

Experimenting with Aesthetics

The first area of experimentation with game music is the overall aesthetics of your soundtrack. The musical aesthetic usually comes down to your instrumentation and how you process those instruments – in other words (if you can remember back to Chapter 6), your sonic palette. Many composers instinctually adhere to traditional or well-trodden palettes. For example, a classically trained composer might write for string quartet or symphonic orchestra more often than not. Or a composer/guitarist might heavily utilize a rock band for most of her projects. This is perfectly fine most of the time, but it can limit the possible projects that you are qualified for. It also can be fun to experiment with your sonic palette by going beyond the norm in terms of instrumentation.

A simple way to create your own experimental ensemble is to combine elements from traditional ones. For example, how would it sound if a string quartet were combined with an electric guitar or other electronic elements? What kind of emotions would you feel when presented with this sonic palette? Is it capable of capturing the mood and emotional content required by the game? Thinking along these lines can yield some very interesting and powerful results.

Another way to experiment with the musical aesthetics of your project is to get creative with the way that you process your instruments. So in this case, instead of recording a string quartet in a concert hall and perfectly balancing the mix, try recording them each individually and adding distortion, delay, and reversed reverb. Or simply load up your string quartet into a granular synthesizer. You may come up with something totally new and eccentric. You can extend the string quartet far beyond the usual range of contexts with this method.

Experimenting with Implementation

Implementation can be a bit tricky to conceptualize as composers, but is an equally beneficial area to experiment in. In order to experiment with implementation we must go beyond the vertical and horizontal systems we’ve described so far. In these scenarios we are taking all possible player actions and selecting fragmented pieces of music to react to the player. This is true even in the most adaptive systems. To go beyond this we must design a system that acts with the player, and makes changes almost simultaneously, rather than waiting for a moment that makes musical sense. We’re now entering into the territory of generative music.

The broad definition of generative music is music that emerges from a system, process, or framework.4 In relation to games, generative music can be thought of as a means for music to be triggered at the level of individual notes (or even smaller grains). This can be an extremely powerful method of musical implementation simply because it has the potential to wrap so tightly around player action. Instead of using pre-composed modules of music that we see in the vertical and horizontal systems, the music is obeying a set of rules and being generated on the fly. It can make for a truly immersive player experience.

Generative music has a very rich history, one that pre-dates video games and goes well beyond the scope of this book. To put it simply, there are many, many ways to generate or automate musical systems.5 But there are a few of particular interest to us as game composers. In a very loose sense, most video game music is in itself generative because the game acts as a framework and the player’s actions then generate and influence the development of the music. However, when we talk about generative music within a video game we usually are referring to individual notes that are created or triggered by minute player actions, and a structure that is generated in real time. This means that basic musical elements like melody, harmony, counterpoint, tempo, and rhythm are all created the moment a player makes a choice. Even the most extremely adaptive scores are actually just reacting quickly to the player’s actions, while generative music reacts simultaneously. In some ways games that incorporate generative music are really indirect methods of musical creation for the players, since the music that they end up with is not prewritten in any way. Rather it is the collective result of each and every choice that the player makes.

It’s important to remember that games have always taken advantage of what developers call procedural generation. Procedural in the context of computer science means that the content in question has been created via an algorithm. For example, a procedural dungeon is one which is created on the fly as players are exploring, rather than being created piece by piece by artists and level designers. Often these include elements of randomness. So in this dungeon example, a new room may be created randomly, but with a set of rules or logic. In this case, dungeons will always contain the same or similar basic parameters such as room size, number of enemies, or items in order to maintain consistency and coherency in the gameplay. Each of these procedurally created rooms will also always have some kind of boundary marking the outer limits of where the player can move, otherwise they would not be rooms at all. The benefit of using procedural methods over traditional ones saves time and resources and makes processes more efficient. It also makes the experience a bit less predictable for the player. Generative music shares many of these benefits, and can be thought of in much the same way as procedural systems in games.

One iconic example of generative music is Laurie Spiegel’s Music Mouse. Spiegel is one of the original composers who helped pioneer the field of generative music. Music Mouse is not a game per se, it is more of a musical playground. In it, the player’s mouse movements are translated onto a two-dimensional piano grid. One axis triggers chords while the other triggers notes, all in the scale chosen by a player. This app is fun and can yield music that is quite beautiful without taking any time at all to master. Most importantly, it puts the power of musical creation into the hands of the player rather than the composer, which is a key distinction between traditional and generative music. Check out the Sound Lab (companion site) for a link to the game.

Another example of generative music is the game Spore, whose soundtrack was composed by Cliff Martinez, Saul Stokes, and Brian Eno. Eno is a long-time champion and innovator of generative music. This soundtrack is heavily synthesizer-based, and it has a lovely ambient mood throughout. The uniqueness of Spore, however, comes from the generative nature of the music. If a player enters the character-creation mode, she will hear a score that molds itself tightly around her actions. As more details are added to the character (color, texture, or body shape) the music will grow and evolve in timbre and harmony. This highlights a big difference between adaptive music and generative music in games. While adaptive music is capable of reacting to planned events in a musical and emotionally coherent way, generative music is often surprising and unpredictable because players are surprising and unpredictable. This is entirely necessary in the context of Spore because players are given free reign to create whatever character they want. This could be a seven-legged walking breathing lizard alien, and the music must reflect that! We as composers can plan for any event we expect a player to make, but by creating a generative system we allow for possibilities that we do not expect. This can add a great deal of depth and poignancy to a generative soundtrack.

Rich Vreeland’s score for Mini Metro is a classic example of generative music in games. In this game players can choose to play in “creative mode,” and are essentially given a sandbox to make a subway layout. Each choice the player makes yields musical results based on a set of rules. In this way players can create their own dynamic musical systems, and can listen as they change with the visuals. Exploratory games like Mini Metro are perfect for experimentation because they don’t have specific tasks that players must tackle. They are meant to be experiential rather than goal-oriented, so players have the freedom to try new things and observe the results. In this case, the results are usually ambient and beautifully meditative.

Although the examples we’ve looked at so far are mostly synthetic and ambient that does not mean that themes cannot be made through generative methods as well. Daniel Brown (Intelligent Music Systems) created an artificial music intelligence system called Mezzo for his PhD dissertation at UC Santa Cruz (2012).6 Mezzo composes game soundtracks in real time, including character themes. The themes, dynamics, and harmonies composed by Mezzo are adaptive, so they change based on the context of the game, just as a pre-composed soundtrack would. Although there are many ways to create generative music, the fact that Mezzo is algorithmic means that it falls squarely within the realm of procedural music.

With the advent of Mezzo and other tools like it some composers are worried that their work and creative input won’t be of value to developers because an algorithm is capable of the same contribution. While we understand these concerns, we would urge composers to embrace these technological advancements rather than denouncing them. It is our firm belief that technological advancements like these can be used to aid the creative process, and will actually create opportunities for composers. Refusal to incorporate (or even to accept the existence of) new technologies and workflows is more likely to hinder our creative output than it is to sustain it. These new technologies may be daunting or threatening at first, but change is inevitable. By making ourselves more aware and flexible in our workflow we can learn to use new technology to create even more innovative soundtracks than might previously have been possible. Ultimately, tools like Mezzo will likely make our soundtracks more malleable than ever before. This can only serve to better support the player experience, which is, of course, the most important aspect of what we do as game composers.

Tools for Experimentation

Experimentation is a very personal process, so it would be impossible to list all of the ways to experiment on a game soundtrack. We have instead made a list to introduce a few tools that go beyond the applications of middleware that we have mentioned already. These are meant to be starting points for you to think about possible methods of experimentation with sound creation and implementation for your game soundtracks.

Pure Data

Pure Data (or Pd) is an open-source visual programming environment for audio and video. This means that composers can create custom audio and MIDI tools without writing lines of code. Instead, users create complex frameworks of objects and patch cords to achieve essentially any output they want. There are other programming environments like this (Cycling ’74’s Max is one example), but the fact that Pd is open source makes it invaluable. Pd integrates well with game engines like Unity and Unreal, and even middleware programs. It also runs on pretty much any device from personal computers to smartphones. Pd is often used on virtual-reality experiences by sound designers creating procedural sound effects. When working with Pd the sky’s the limit. A simple Google search will yield crazy procedural music systems, Wii remote synthesizers, and interactive audio-visual sound installations.

Programming Languages

Programming languages aren’t really tools, but they are absolutely effective ways to experiment with your game music. Knowing a programming language (especially one used commonly in the video game industry like C#) can open many doors with regards to implementation. You will find yourself better able to pinpoint music-related problems down the road and better able to propose creative solutions to them. Knowing how to program in some languages will also allow you to add custom tools to middleware, making the already streamlined implementation process flexible and powerful. You will also have fuller control over how your music sounds in its final form, which is an indispensable advantage. In Chapter 8 we offer additional information on scripting for games.

Machine Learning

Machine learning is a vast and technical field. However, it’s potential impact on game audio is equally vast and very exciting. Daniel Brown (Intelligent Music Systems) has essentially built a percussion “procedural-izer.” This tool uses machine learning to take in pre-composed tracks, and outputs new tracks on the fly in the same style. It integrates to middleware programs like FMOD and Wwise, and has been used to great effect in Rise of the Tomb Raider. This is a huge first step toward what we hope will be a much more widely used technology in game audio.

Audio for New Realities: VR

New realities are upon us, and Virtual Reality (VR) is a great example of a tool that allows us to experiment with music and sound. Just as Stephan Schütze mentions in his book,7 audio for VR is sometimes referred to as “The Wild West” because no one person at this point in time has all the answers, and there are few if any “best practices methods.” But this doesn’t mean we can’t find our own way. Just as game audio took some workflows and techniques from film sound, we can take methods from game sound and bring them into the world of VR, along with some new tricks which we will inevitably come across as we experiment.

The Sound Lab

In the Sound Lab (companion site) we present a very brief overview of audio for Virtual Reality (VR). For a more detailed look into the subject we recommend New Realities in Audio: A Practical Guide for VR, AR, MR, and 360 Video by Stephan Schütze with Anna Irwin-Schütze. This book goes into all the detail you would want to know about getting started in recording, designing, and implementing audio for these different types of realities.

Visiting Artist: Stephan Schütze, Sound Designer, Author

Thoughts on New Realities

VR and AR are developing so quickly that we have the freedom to stumble around and try something new and risky because the entire platform is still an unknown universe waiting to be explored. This is its biggest advantage and I encourage everyone to make the most of it.

I always understood that immersion would be a huge part of virtual spaces and I still think this is the case, but I have also discovered that scale is critically important and this is what I want to discuss here. Everything you need to know about VR audio you can learn from your car.

For games, movies, TV, or apps, we see representations of objects on screens. We are essentially viewing them through a window. Once we enter a virtual space those objects can take on a real sense of scale. A virtual car can be presented, right there in front of you where you can walk around it, climb into or on top of it, and get a real sense that there is a significant object that you are sharing the world with. For audio this is critical.

When creating for the traditional platforms, a car or truck could mostly be represented by a single sound source, maybe two if you wanted lots of detail. Essentially, the three-dimensional model of the car exists in the three-dimensional world and has sound emanating from it. This changes in VR.

When I am standing in front of a 1:1 scale vehicle in VR it means I can relate to it in the same way I could in the real world. The sound of the engine will be different at the front than what I hear from the exhaust. But more than that, in VR I can lean right down and place my ear close to the exhaust and really hear every aspect of the texture of the engine sound, how well tuned the engine is, the effect of the exhaust “wind” blowing out of the pipe and past my ear. The engine itself is a significant mixture of many different sound sources that all combine. Lean close to the fan and it will be more prominent than the alternator. Crawl underneath and the transmission sounds will be far more prominent.

In VR, scale plays such an important part of building the sonic world that you need to consider attention to detail to a far greater level than you might otherwise. Inside the car, if I lean closer to the internal loudspeakers, does the music from the radio get louder? It probably should. Instead of all the general “noises” that we might mix together to make the sound of a car driving over a bumpy road, is it worth dividing them into specific sound layers, each with their own location inside the car? So that bumping rattle actually comes from inside the glovebox where my CDs are stored, and the coins clanking are emanating from the center console, while my football boots thump around behind me in the trunk.

These kinds of decisions come down to exactly what effect you are trying to achieve, but the possibilities are there and the potential is there to create a sonic space that enhances the user experience by adding elements that emulate how we experience the real world. Sound is all around us, but as we scale things up in VR to simulate being in a “real” world, the level of audio detail should scale as well.

It is the scale and the ability to interact with the world in a more meaningful way that can really allow VR and AR to shine. You just need to consider what impact you want your audio to have on your audience and then craft your spaces appropriately. We can always add more sound; it is the choices of when and where we choose to add it that defines the experience we are creating for our audience. VR and AR provide us with some fun new challenges to play with.

Simplicity vs. Complexity in Game Music

We have had some real fun diving into the world of musical experimentation, but it’s time to take a step back and look at game music a bit more broadly. As mentioned above, experimentation is only effective if it supports the needs of the game. It is very often the case that the simplest solution is the best solution. In this section we will discuss two areas where this comes into play: musical aesthetics and implementation workflow.

Musical aesthetics refers to the qualitative characteristics of your music. It basically boils down to the question, “How does your music feel to the player?” In some ways this is the most important question you can ask yourself as a game composer, and your job is not done until the answer is “It feels right.”

We have exhaustively covered strategies for composing the basic elements of your music in earlier chapters. The outward level of complexity is equally important as it directly relates to the feel of the game. It is quite hard to solve a puzzle when the rhythmic complexity of a track is so jarring that the player is distracted. Likewise, a battle scene will in all likelihood lack a sense of urgency if the music is so simple that it becomes repetitive. It may even prove to be relaxing, completely undermining the aesthetic goals.

While there are no hard and fast rules dictating how complex a particular aspect of your music should be, it is important to understand that on an intuitive level, complexity – in any aspect of your musical aesthetic – draws attention toward your music. This effect can and should be exploited to manipulate the mood of the scene. When players need to focus on mechanics, keep complexity at a minimum to allow for full immersion into the puzzle. If attention needs to be drawn into the emotion of a scene, then writing quickly moving melodic ascent can effectively draw the attention from a more static gameplay environment. In other words, our brains focus on movement, whether it’s visual or musical.

Further, virtually any aspect of your music can be considered “complex,” not just the harmonic content. Yes, a melody can modulate into six different keys, but timbre can also be complex. Extremely novel or dense timbres tend to draw more attention. Imagine a pure sine wave compared with the sound of a distorted, mangled cello. Which is more complex? Which is more attention grabbing? Which better suits the intended feel of your game scene?

What matters most here is the overall perceived level of complexity. For example, a chord progression that is constantly wandering through keys is harmonically complex, but what effect does it have on the game? It depends on a number of factors. If the chords are played fortissimo by a sixteen-voice synthesizer in unison, then it will sound highly complex. However, if the chords are voiced by a harp at pianissimo then the overall texture may very well sound simple and serene if the voice leading is smooth. Blocky voice leading may yield a much more complex texture altogether. If you are incredulous, then think about a jazz ballad. Often these songs are incredibly harmonically complex, with major sevenths and minor seconds, yet they wash right by the audience like flowing water because the texture is simple and cohesive.

The takeaway here is not that either simplicity or complexity is a better choice overall. The point is that taking the level of complexity into account is an important part of how a game feels to a player. Complexity can be hidden or emphasized depending on how you treat it in the arrangement, and this is something that should be taken into account. Depending on the particular gameplay mechanics and the desired emotional content of a game, complexity can be used to draw attention toward or away from the music.

Complexity in terms of implementation is a very similar story to complexity in aesthetics. The end result must be that the needs of the game are served. With regards to implementation however, complexity is much less noticeable by the player. In one extreme the complexity of implementation could be very jarring. For example an abrupt musical transition could occur every couple of seconds. This would certainly be noticeable, perhaps even in a fighting game or during a combat scene. On the other hand, if the transitions are smooth, and the voice leading is meticulous an extremely complex adaptive system can sound as simple as anything. We have seen this in games like Peggle 2, which champion complex implementation systems, yet yield extremely cohesive results without garnering attention away from the gameplay.

In some ways simple implementation methods can actually be the most striking for players. In a world of middleware and extreme adaptivity, a simple linear cue can be the most effective solution. Games that have many cutscenes are often in need of simple linear scoring. Additionally, open-world games that have vast expanses to explore can make very effective use of linearity. By triggering short musical stingers a composer can create emotional attachment to large swaths of land which otherwise might seem boring and lifeless. Using stingers in this very simple way, The Legend of Zelda: Breath of the Wild is able to maintain player autonomy while sustaining the sparse emotional content of the game’s unbelievably large map. The music is always there, ready to add significance to moments of gameplay. Yet it never gets in the way of the experience.

The question of complexity in implementation is also important regarding implementation tools. The game industry is full of exciting and useful tools. Some feel that learning a particular tool is the same thing as learning “game audio.” But there are many ways to approach implementation. Your ability to find the right approach for your project is the real trick to learning game audio. To put it another way, when it comes to workflow your tools should always simplify your process, increase the quality of your final product, or both. If your tools are doing neither then they are adding complexity to your workflow unnecessarily. At the end of the day the only thing that matters is how the game sounds, not the tools that you used.

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Part III Review

If you haven’t taken the time to visit the Sound Lab (companion site) for this chapter, you must do so before moving on. The companion site for this chapter contains various examples and middleware sessions that are crucial to understanding the practical applications of the topics we have discussed. You will also find detailed information on various miscellaneous topics including adaptive recording, mixing, and part preparation for live sessions.

In Chapter 8 we explored the theory and practice of audio implementation with an emphasis on audio engine capabilities and understanding resource management. We discussed the technical and creative skills that go hand-in-hand with shaping the aural experience of your game. We also broke down the fundamentals of implementing audio natively into game engines, and then covered the same processes using middleware. We have so far covered the entire implementation process from preparation of assets, to integration and optimization, and finally into testing and reiteration. Visiting artist Jeanine Cowen, sound designer and composer, discussed her thoughts on implementation and Damian Kastbauer, technical sound designer, discussed the importance of file-naming standards. Brian Schmidt, audio designer, founder and executive director at GameSoundCon, shared his thoughts on programming, Jason Kanter, audio director, gave us an analogy on bus compression, and Alexander Brandon, sound designer and composer, talked about the realities of bank management.

In Chapter 9 we dug into advanced music implementation. Vertical and horizontal implementation techniques were covered in depth, followed by some other examples of complex adaptive systems. Later in Chapter 9 we covered experimental topics including aesthetic creativity, generative music, and VR with Stephan Schütze sharing his thoughts on audio for new realities. Dren Mcdonald also discussed inspiration for interactive music while John Robert Matz discussed his thoughts on orchestration, instrumentation, and interactivity.

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Notes

1    G. Whitmore, “Peggle 2: Live Orchestra Meets Highly Adaptive Score.”

2    Ibid.

3    “It turns out that the devs had actually designed the levels to work with the music, so if there was a tempo increase in the music, they would blow the winds faster for the flock, etc. I think that might be a first!”

4    https://teropa.info/loop/#/title

5    G. Nierhaus, Algorithmic Composition.

6    D. Brown, “Expressing Narrative Function in Adaptive Computer-Composed Music.”

7    S. Schütze with A. Irwin- Schütze, New Realities in Audio.

References

Brown, D. (2012). “Expressing Narrative Function in Adaptive Computer-Composed Music.” Retrieved from www.danielbrownmusic.com/uploads/1/3/2/3/13234393/final_dissertation_final_edit.pdf

Nierhaus, G. (2008). Algorithmic Composition: Paradigms of Automated Music Generation. New York: Springer.

Schütze, S. with Irwin- Schütze, A. (2018). New Realities in Audio: A Practical Guide for VR, AR, MR, and 360 Video. Boca Raton, FL: CRC Press.

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