Advanced Algorithmic Music Systems

Noah Kellman
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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.
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高级算法音乐系统
本章基于之前关于程序音乐的讨论,检查定制算法音乐系统的高级功能,以及它们如何响应游戏数据的微小变化。本文探讨了由Niklas Nygren(又名Nifflas)开发的游戏《urnog urnlimited》(2017),其中包含了这样一个算法音乐系统。Nifflas在设计《urnog》时将实时音频生成作为游戏体验的关键功能,他甚至还创造了一个名为Ondskan的独立音乐系统,让自己能够无限制地控制程序音乐配乐如何与游戏数据相关联。通过探索先进的反应性音乐系统,读者将在制作游戏音乐设计时遇到许多有用的工具。这些工具可以为开发者提供多种方法来创造适合每个游戏过程的分数,并为玩家提供独特的个性化分数。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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