If you’re into adaptive/interactive music, you should definitely check out the Biophilia app by Björk. This ‘full-length app-album’ is an interesting application in which studio-produced music, music apps and visual art meet.
Today is the official release of the alpha version with all the music tracks that can be bought from the free main (mother) app. The beta was published earlier this year.
[Björk website]
[iTunes link]
At the Utrecht School of the Arts, the adaptive music systems research group investigates the design of music for non-linear contexts. Post-graduates that conducted research in this group have formed a company – GreenCouch – and recently they’ve sent me an example movie of one of their projects.
The example movie contains an explanation of the music system used in the Xbox-game Shortburst. It’s pretty self explanatory and shows the flexible system in real-time.
The description of the video: “cell-based music”, or “horizontal resequencing” in a browser-based, simple, nln-player, with the music for the Xbox-game Shortburst. The web-version of the nln-player was built with the Schillmania Soundmanager 2 library, php and javascript. The idea was to shift the focus from organising the musical material with, often complex, data-structures, to a very simple model in which the limitations for the composer were greater, but the administrative work and the needed understanding of (meta-)data was much less. This same framework was used for the implementation of the interactive music in XNA5 for an Xbox game, Shortburst.
Yesterdag Richard and I gave a keynote at the Music Summit of Festival of Games in Utrecht. After visiting many international conferences on audio for games, it’s great to meet all the local peers and professionals. At the bottom of this page, you can find a link to the slides and a special link page.
By the way, it was a great venue, featuring a truly wonderful performance installation by Matthias Oostrik. See the two pictures below I made before the summit started:
My colleage Kees Went and I attended the AES International Conference Audio for Games 2009. We presented a paper about the Game Audio Lab that was developed in 2008 at the Utrecht School of the Arts.
In 2007, I supervised an internship for the Adaptive Music Systems Research group under Jan IJzermans. The group [1] researched adaptive sound design and composition for games and developed the Adeptive toolkit, which helps composing in nonlinear settings.
To make things clear: we’re not talking about composing a song from the beginning to the end (linear music); the composer makes a large amount of musical ‘cells’ and the system selects new cells based on the rules of the composer (nonlinear music). Such an approach can be highly suitable for games, that mostly have a nonlinear character, as the music is able to correspond with the narrative or the presupposed experience of the player. And at least, we’re preventing the repetitive background track that drives players crazy.