Dynamic music and sound techniques for video games
blog.gingerbeardman.com
blog.gingerbeardman.com
While the level itself (an unusual point-to-point, highly vertical course) is its own masterclass in terms of game design, the music, comprising three separate movements, each with its own clever way of masking the transition to the next, is unparalleled in ramping up the excitement and drama in concert with the gameplay.
A short video on the music of Mount Wario: https://www.youtube.com/watch?v=-8TBS75U1p8
A longer deep-dive into the music theory of the score: https://www.youtube.com/watch?v=-6K4NiDP04I
https://www.youtube.com/watch?v=4dOG4DECEGk
(technically speaking I assume that is nothing like the MIDI-based iMuse, but rather, something like a cross-fade between 2 synchronised versions of the same song, but still! - it sounds neat, and makes me feel a little like iMuse did back in the 90s)
Musical invention and interaction is a wonderful aspect of video gaming.
The Wheel turns, and things Old become New again.
There’s even an in-game jukebox that lets you explore the music, and it’s crazy to see how nested it gets based on different environments.
Definitely recommend checking out if you, like me, are elevated by games with great music.
Actually this game is such an art. Its story is touching, full of unexpected plot twist, and inspiring deep thinking afterwards; its graphics is cozy and unsettling, heart warming and hear breaking at the same time - yet the game is not really gpu demanding; its combat is slick, snap, and satisfying; its music literally echo with your emotional roller coaster along your gameplay. And what's crazy is that, all of these nice things about this game actually blend with each other really perfect, so you don't think about any single aspect of this game, you feel the whole game as a package delivers you one of, if not THE, finest japanese anime/game experience in so many levels. I was really depressed for like 6 months after finishing this game because I left wanting more of Nier Automata games. It will literally make you become a huuuuge weeb.
https://archive.org/details/nier-automata-original-soundtrac...
to
https://archive.org/details/NieR_Automata_Original_Soundtrac...
Definitely on my list of games I wish I could play again for the first time.
The "dynamic" music had apparently set some unexpected expectations.
There were certain layers of the playing track that would fade away when in air such as vocals. I always thought that this was done really great in these games.
While certainly much more primitive than modern games (it's merely looping segments of a premade track), Most Wanted 05 does a great job of live scoring the pursuits, playing, looping, and smoothly segueing between the track segments. From experience I guess it selects the segments based on the heat level, player speed, police proximity, and other factors that I'm not even sure about.
There are 4 pursuit soundtracks in the game, I highly recommend people listen to them if not try the pursuit mode itself in game. If nothing else it's thrilling as hell, a feeling that the modern entries still somehow fail to capture fully.
https://youtu.be/LRI_qgVSwMY (skip to 13:16 for the audio section)
One of the examples, that I found really cool, was switching from major to minor scale when the player enters in stealth mode. There were other interesting bits and tricks, but this one really stood out for me.
Also, it worths mentioning that the player was able to choose the lead instrument for the in-game music during the character creation - flute, tambour, oud, and cello.
Not sure if that talk is available online. I've got the chance to meet him in person a few years ago.
Same with racing or train sims.
https://www.youtube.com/watch?v=RKT-sKtR970
I don't know if any of the state of the art flight/driving simulators are doing this kind of engine noise synthesis already, but they should be.
Like what? I’d like to hear what royalty free Japanese music sounds like.
This track is by an amazing, long-standing musician that goes by the name watson and I listened to their entire catalogue and made a playlist of my favourites to be able to easily select a piece that fits any game I'm working on. Their umbrella website MusMus is https://musmus.main.jp and whilst you'll need to run browser translation on the site you will see all their music sorted across many categories. That said, it is definitely easier to listen to their music through the albums they've released on streaming platforms: Spotify and Apple Music for certain, and probably others. They're also on YouTube.
Of course, there are many more Japanese services and people writing great royalty free music. Another of my games used royalty free music by a young Japanese musician named YuyakeMonster, again picked specifically to fit a particular game: https://soundcloud.com/mac-vogelsang/sets/sparrow-solitaire