{"title":"Advanced Algorithmic Music Systems","authors":"Noah Kellman","doi":"10.1093/oso/9780190938680.003.0011","DOIUrl":null,"url":null,"abstract":"This chapter builds on the previous discussion of procedural music, examining the advanced capabilities of custom-built algorithmic music systems, and how they can respond to minute changes in game data. This exploration examines Uurnog Uurnlimited (2017), a game developed by Niklas Nygren (aka Nifflas), which features such an algorithmic music system. Nifflas designed Uurnog with real-time audio generation as a key feature of the gameplay experience, even going so far as to create a stand-alone music system called Ondskan to give himself nearly unlimited control over how a procedural musical score is attached to game data. Through the exploration of advanced reactive music systems, the reader will encounter many tools useful in thinking outside the box when crafting a music design for a game. These tools can give developers multiple approaches for creating scores that adapt to each play-through and provide the player with a uniquely personalized score.","PeriodicalId":325867,"journal":{"name":"The Game Music Handbook","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Game Music Handbook","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1093/oso/9780190938680.003.0011","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This chapter builds on the previous discussion of procedural music, examining the advanced capabilities of custom-built algorithmic music systems, and how they can respond to minute changes in game data. This exploration examines Uurnog Uurnlimited (2017), a game developed by Niklas Nygren (aka Nifflas), which features such an algorithmic music system. Nifflas designed Uurnog with real-time audio generation as a key feature of the gameplay experience, even going so far as to create a stand-alone music system called Ondskan to give himself nearly unlimited control over how a procedural musical score is attached to game data. Through the exploration of advanced reactive music systems, the reader will encounter many tools useful in thinking outside the box when crafting a music design for a game. These tools can give developers multiple approaches for creating scores that adapt to each play-through and provide the player with a uniquely personalized score.