"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
Hi David! I really enjoyed this--I'm a huge Mass Effect (and music, duh) fan and though I'm a fan of video game music I've never really looked at it analytically (the closest I've come was a piece I composed being likened to video game music); this is great--I've always wondered how it works! Thanks :)
ReplyDeleteThanks Matt! I had a lot of fun writing this, and it's always really hard for me to pass up a chance to gush about a really cool soundtrack. Hope things are well, and it's great to hear from you! :D
DeleteI am admittedly not a video game player, but I do find the music interesting. How does one compose what I heard just now in the soundtracks? How common is live orchestra? Also, glad to see another blog post!
ReplyDelete- movie soundtrack fan
I don't want to butcher an explanation of how the composers wrote this music, so I'll let them do the talking: http://designingsound.org/2011/01/exclusive-interview-with-the-sound-design-team-of-mass-effect-2/
DeleteAs far as live orchestra goes, it's somewhat common; popular games like Uncharted (http://youtu.be/ar4KM4FXBEQ) feature prominent full orchestra scores. There's also a lot of integration of live orchestra with some additional sampled voices added (http://youtu.be/yVm_ljDSdwA). With the high quality of sampled audio, there's a good bit of constructing "orchestras" from sampled sounds as well (http://youtu.be/ULM5M7IAfqg). Finally, though this is a dying trend, some games will release an "orchestra version" of the soundtrack post-game (http://youtu.be/DSOkM4e85SA).
lol, I feel like such a geek.
Nice one, David. (; I recently read up on Mass Effect 3 since people have been talking about it, which made this blog post a lot more interesting to me (not to say your anime ones aren't cool; I just can't relate as much XP). I think it's awesome how you picked up on how they used dynamic music (don't even know if I used it correctly, haha).
ReplyDeleteThanks, Sabrina! Yep, it's always more interesting when you're familiar with the subject material. And I'd say your concept of dynamic music is pretty spot-on. :)
DeleteFantastic article David. I hope you don't mind me using it for part of my Dissertation for my 3rd Year Degree? :) If that' okay, could I get your last name if at all possible (just for referencing purposes) :D
DeleteThanks a lot
Never mind :P I've found it now: "Song". Would you mind if I use your blog as reference for my music dissertation entitled: "Video-Game Music and its Unique Qualities within the Field of ’Composition for the Moving Image" :)
ReplyDeleteHi Stefan! Sure thing, I'd be kind of honored, actually. Glad you enjoyed the post, and thanks for visiting my blog! (And good luck with your dissertation!)
DeleteInteresting post. Dynamic music is in it's infancy and I for one, can't wait until the new generation of consoles help us game sound designers and composers bring more of this sort of interactivity to the game world. If you are interested in other articles about video game sound design and techniques have a look at my site: http://www.gamesounddesign.com
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