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Adaptive Soundtracks

This is something that I’ve thought about for quite awhile and would like to share with everyone. While I’m not a musician, composer or have any professional qualifications in sound design, I feel I do have relevant views on these subjects since I am part of the audience.

The evolution of the videogame soundtrack differs greatly from what can be heard at the movies… at least that’s how it used to be. The electronic beeps, boops, buzzes and obvious synthetic effects are becoming a thing of the past as most videogames become more complex and tend to become a lot more cinematic. Of course, the obvious difference between a cinematic movie and a cinematic videogame is that a movie is viewed in a linear form, from start to finish with no ability to change the events of the movie which in turn isn’t able to effect any changes in the soundtrack. Continuing on with stating the obvious, the interactive nature of a videogame opens up many opportunities to create soundtracks which adapt and change depending on how we as the player interact with the game environment. Adaptive soundtracks have evolved to a certain point with videogames, but there is room for growth that I’m sure most people haven’t really thought of.

For the most part, the level of interactivity we hear with most current videogame soundtracks amounts to scripted events. When Solid Snake in Metal Gear Solid is sneaking around Shadow Moses Island, the music is subdued and suggests to the player to remain cautious as they proceed with absolute stealth. However, as soon as Snake is discovered, the alarms go off, the guards go nuts and the music, in a split second, becomes action packed to suit the current situation. After awhile, when the guards haven’t found and killed Snake, they go back to their rounds but remain cautious with the music changing yet again to reflect this new mood. Finally, the guards are less cautious and the mood returns to normal with the original music playing again.

Many games follow that formula for their soundtracks, and why not? It is a very effective way of creating a cinematic scene using linear music elements which seems like it’s adapting to the way the player is interacting with the game environment. Some games do this more effectively than others depending on how much time and effort the developers are willing to place into their sound design. And, of course, a game doesn’t have to rely on cinematic story telling to use this method. Scripted events work well in racers as well, allowing the last lap to feel faster and more intense as the music changes accordingly no matter what time you pass the line.

Thanks to the introduction of larger storage devices, we’ve moved on from using MIDI based music to using pre-recorded tracks that give a much richer audio experience. However, the use of pre-recorded media will, at some point in the future, be overtaken by MIDI… I’m sure many will disagree with me on that point, but hear me out. When people think of MIDI, they immediately assume it to sound synthetic and unnatural. While I agree that a lot of MIDI based audio does sound that way, that doesn’t mean that they all do. In fact, it is possible to create very convincing music tracks that sound just as natural and organic as a live orchestra. The increasing capabilities of videogame consoles are making this level of quality a reality.

But why would we want to go back to using MIDI in the first place and why is it so important in terms of adaptive music? I’d like to point out The Legend of Zelda: Twilight Princess which has some interesting effects made possible by its MIDI based music.

When you’re in Hyrule Field, the music will differ whether you’re on foot or on your horse. On foot, the music doesn’t seem very grand and the number of instruments is quite few, however as soon as you get on your horse, the music changes to something which sounds a lot more epic and you discover that the instruments have changed and more have been added as you gallop full speed across Hyrule. The transition in the music all occurs without skipping a beat and can revert back as soon as you get off the horse. With the same theme playing, if you move close to an aggressive creature or enemy, the music will begin to change again in real-time to include more instruments that signify the danger.

It is possible with the use of high quality MIDI soundtracks and some pretty advanced programming to create a cinematic game where the music plays to your every motion as if the music was composed to follow your actions as they happened. I imagine that same scene I mentioned earlier in Metal Gear Solid with a difference.

As Snake sneaks around, a guard approaches his position. Snake slides himself up against the wall and waits. As he does and the guard gets close, the music changes from its standard beat, becoming slower which adds to the suspense. The guard stops for a moment and aims his weapon into the darkness causing the music stops for a moment in reaction the guards actions. The guard then sighs and turns back and as he does the music resumes, naturally flowing from the silence back into its normal stride. Snake sneaks up behind the guard who has his back turned to him and as he does the music changes slightly to highlight the risky nature of Snake’s moves…

I guess you get the idea… If you still don’t, just watch any movie where the music seems like it’s being played to the actions of the characters on-screen and you’ll realise what I mean. The composer of a videogame doesn’t know exactly what the player is going to do in exact terms. All they can do is create pieces of music which fit certain moods with their most dynamic compositions saved for the cut scenes where all of the actions have already been scripted in advance. It is possible to create a piece of music that will dynamically change and adapt to the players actions as they happen, the question is… when are we going to hear this level of interaction occur in our videogames?

Comments: 5

As soon as i started to read i thought of the music in Twilight Princess as you have talked to me about how the music changed in it before XP I remember i didn't even know the music was in MIDI format before you told me XD
Maybe someone will create a new sound format like MIDI in the future
Pho3nix says:
I usually don't pay much attention to the music when playing, It doesn't always have the same effect as it does in movies. Sometimes the music is irritating, for example in Metal Gear Solid, as you mentioned has typical suspense music when the alarm goes off, which makes me even more alert/scared/stressed. Which is exactly how Hideo wanted me to react I guess Anyway, atmospheric/ambient music is great which does have It's effect on the mood and setting of the game, for example: the "Flood" level in Halo has dark music right from the start which builds up, you instantly know that something is going to happen.

So far the best soundtrack I've come across is Command & Conquers'. Frank Klepacki is a great composer, and the songs fit the atmosphere of the game perfectly. Here are a few samples:

YouTube - Frank Klepacki - Hell March

YouTube - Frank Klepacki - Industrial

YouTube - Command & Conquer OST, T01: Act On Instinct
Moelman says:
I definitely like to see videogame soundtracks evolving so that the music matches the gameplay. I think it just makes it a more immersing experience. I notice that World of Warcraft has different music when you enter different areas but besides that its just looping a track for that area for the most part. I'd like to see some improvement though the music itself is pretty good.
spinkle says:
MIDI is less a set of sounds than it is a set of triggers for when samples of sounds occur. You can attach any samples you want to the triggers, from the beeps and boops of 8-bit games to the rich orchestration of more modern games. If the music is unnatural or inorganic sounding, it's the fault of the samples themselves and not the MIDI triggers that cue them. (i.e., it is distinctly possible to have the best of both worlds...depending, of course, on the development budget...orchestration is a hell of a lot more expensive to record than a set of basic, standard samples. Even resampling is more costly than just using prerecorded, looped material.)

If we've reached the point where sound effects are cued with relation to player distance and direction-from-object or -enemy, (perfect examples of this being the power-ups in the Metroid Prime series, where the sound cues helped eliminate the need to use the x-ray visor to find most hidden objects , or the similar case of the Lovikov balls in No More Heroes) then it's most certainly high time that developers pay attention to making the music just as flexible and reactive. It can only improve the depth and tension of the gaming experience, which for series like Metal Gear and Zelda is a massive payoff for all the patience we've spent on them.

There is some amazing music hidden in video games; I give a lot of credit to the composers who helped define our game experiences from the very beginning of the genre/art form/industry until now. But I would love to see John Williams-scale interaction and complexity regardiing the soundtrack, with the repetition of key themes appropriate to the area, the enemies, items...the possibilities for combination and recombination really are as endless as the amount of choices the player has at any given moment in the game.

From this perspective, the future seems pretty bright =)
Quote:
Originally Posted by spinkle View Post
MIDI is less a set of sounds than it is a set of triggers for when samples of sounds occur. You can attach any samples you want to the triggers, from the beeps and boops of 8-bit games to the rich orchestration of more modern games. If the music is unnatural or inorganic sounding, it's the fault of the samples themselves and not the MIDI triggers that cue them. (i.e., it is distinctly possible to have the best of both worlds...depending, of course, on the development budget...orchestration is a hell of a lot more expensive to record than a set of basic, standard samples. Even resampling is more costly than just using prerecorded, looped material.)
Exactly, but what I was suggesting was the complexity of the use of MIDI rather than the sample quality. But of course, the sample quality from a Nintendo 64 game and the sample quality from a PS3 game will obviously be extremely different mostly due to do with the fact that the Nintendo 64 has vast limitations compared to the PS3. Sure, if you made a dedicated piece of software where all it did was play MIDI tracks, you could get that N64 to sound very close to the PS3 version, but it's about the whole game in its entirity, not the individual components.
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