"Dynamic music," generally speaking, refers to music that changes in real-time due to interaction with the audience. Thus far, dynamic music is mostly confined to the world of video games; unlike other forms of media, such as film and radio, where there is very little or no interaction with the audience, the "audience participation" element inherent to video games makes this medium a perfect vessel for this form of interactive audio. Speaking from an engineer's point of view, this so-called "nonlinear" audio can be modeled as a sort of feedback loop (see below diagram). Whereas most traditional forms of audio in media have an uninterrupted stream from the transmitter (the musical composition) to the receiver (the audience), interactive audio introduces an additional projection from the receiver back to the transmitter, granting the audio the ability to evolve in real-time based on the audience's behavior.
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In more recent generations, however, increasing computing power has made it possible for dynamic music to reemerge. Certainly, the obvious examples are video games in which interactive music is the focus, including such games as Electroplankton and the Guitar Hero series. Even for non-audio-focused games, however, sound teams have devised clever ways in which to introduce dynamic elements, ranging from simple techniques (fading, "stinger" chords/passages) to more compositionally challenging ones (cue-to-cue transitions, layering). While newer approaches to dynamic music have yet to rival the level of interactivity in the 8- and 16-bit generations, it is certainly headed in a promising direction.
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Mass Effect 2 accomplishes this dynamic behavior by adjusting the music to reflect the amount of onscreen activity. (Some speculation follows, I admit, but I think it's a correct simplification of what's going on.) At any point in time, the game examines the total amount of activity currently present and assigns that value to one of several discrete "activity levels." In turn, each "activity level" corresponds to a particular musical texture, which is switched in real-time as necessary.
At the most fundamental level, this technique is equivalent to layering--increasing activity levels correspond to an increase in textural complexity. However, rather than limit themselves to simply adding and removing voices, the Mass Effect 2 composers wrote individual pieces of music corresponding to each activity level. Below are some examples from one particular battle, arranged in increasing activity level:
If not composed carefully, using a separate piece of music for each activity level can lead to some awkward transitions. However, the cohesive compositional style of the entire set prevents this from happening. You may have noticed that the bass pattern stays constant in all four tracks, providing a powerful foundation upon which the remaining texture is built. The same is true of the harmony (or implied harmony, as the case may be). The other voices may change substantially between activity levels, but by holding strong stylistic and structural elements constant, the composers achieve a remarkable sense of consistency. No wonder the in-game transitions sound so flawless.
The best way to appreciate any concept is to see it in action, so here's a clip of me playing one of the combat missions in Mass Effect 2. I've labeled each of the activity level changes encountered in this clip; try to listen for the musical changes during each transition. Also, please forgive my terrible playing; I admit that my gaming skills haven't been the best of late.
For those interested in exploring these activity levels some more, I've created an application where you can manually switch between the four activity levels and listen to how the music adjusts dynamically. Unfortunately, I couldn't get it working as an Internet applet, but below is a download link if you're interested in poking around.
I think we stand at a very exciting point in the story of interactive audio. Modern gaming technology such as the Kinect offer novel methods of feedback to interact with game audio, and a number of existing compositional techniques, such as granular synthesis, hold exciting possibilities for dynamic music. For the moment, however, dynamic music is still emerging, and I'll be pleased to see any game make a valiant effort to introduce some dynamic elements in its soundtrack. If the result is as effective and eloquent as in Mass Effect 2, all the better.
Questions? Critiques? Something I didn't get right? Something you'd like me to elaborate on? Please drop a comment below!
For more information on video game music research and interactive music, please refer to the archive of video game music publications at GamesSound.com, particularly this article on nonlinear video game audio.
Happy week-before-Mass Effect 3! :)
xds