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Player Immersion and Music 玩家沉浸感和音乐
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0004
Noah Kellman
When players are “immersed” in a game, they become temporarily unaware of the existence of the outside world. Audio creators have a heavy responsibility to make each game experience as engrossing, or immersive, as possible. The choices can greatly enhance the player’s connection to the game world, or just as easily can be a distraction that detracts from his or her experience. There are certain factors that make game immersion unique compared to other forms of media immersion, and they stem primarily from interaction. This chapter will discuss how music affects player immersion, then will dive deeper into how the player interacts with the music.
当玩家“沉浸”在游戏中时,他们会暂时意识不到外部世界的存在。音频创作者有责任让每个游戏体验尽可能引人入胜。这些选择可以极大地增强玩家与游戏世界的联系,或者很容易分散玩家的注意力,影响他们的游戏体验。与其他形式的媒体沉浸相比,游戏沉浸感的独特之处在于某些因素,而这些因素主要源于互动。本章将讨论音乐如何影响玩家沉浸感,然后深入探讨玩家如何与音乐互动。
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引用次数: 0
Advanced Algorithmic Music Systems 高级算法音乐系统
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0011
Noah Kellman
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.
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。
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引用次数: 0
What Is “Game Music”? 什么是“游戏音乐”?
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0003
Noah Kellman
Game music is an eclectic term, encompassing the many different musical genres that are used in video game scores. This chapter introduces readers to important game music history while seeking to define what musical characteristics are unique to game music. As composers found creative ways to work within the scope of this limited technology, unique challenges led to the conception of a new body of musical work that would later be referred to by the gaming world as “video game music,” or just “game music” for short. This chapter explores the history and development of game music as a genre. It focuses on analyzing how the limitations of previous gaming systems influenced composers to make specific musical choices, while also seeking to define what aesthetic characteristics are unique to video game music and how interactivity has led to new musical forms.
游戏音乐是一个兼收并蓄的术语,包含了电子游戏配乐中使用的许多不同音乐类型。这一章向读者介绍了重要的游戏音乐历史,同时试图定义游戏音乐的独特音乐特征。当作曲家在有限的技术范围内找到创造性的方法时,独特的挑战导致了一种新的音乐作品的概念,这种音乐作品后来被游戏世界称为“电子游戏音乐”,或者简称为“游戏音乐”。这一章探讨了游戏音乐作为一种类型的历史和发展。它侧重于分析之前游戏系统的局限性如何影响作曲家做出特定的音乐选择,同时也试图定义电子游戏音乐的独特美学特征以及互动性如何导致新的音乐形式。
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引用次数: 0
Exploring the Use of Musical Sound Effects in Games 探讨音乐音效在游戏中的运用
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0006
Noah Kellman
Musical sound effects are brief, event-triggered sounds, apart from the dialogue or music, which nonetheless contain a distinctly musical element as part of their sonic essence. Combining semiotic codes and thematic materials, musical sound effects can serve various important functions in video games: accentuating emotions, building worlds, providing signals and clues, and other purposes. This chapter explores various examples of their use, discussing how and why they are used on a case by case basis. It then provides readers with different techniques that can be applied to their own video game music projects.
音乐音效是简短的、事件触发的声音,除了对话或音乐,它们仍然包含明显的音乐元素,作为其声音本质的一部分。结合符号代码和主题材料,音乐音效可以在电子游戏中发挥各种重要功能:强调情感,构建世界,提供信号和线索,以及其他目的。本章探讨了使用它们的各种例子,讨论了如何以及为什么要逐个使用它们。然后,它为读者提供了不同的技巧,可以应用到自己的电子游戏音乐项目中。
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引用次数: 0
Using Audio Middleware 使用音频中间件
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0015
Noah Kellman
While game engines are impressive in their power, they lack many important features for composers and sound designers. Often, a composer must spend several hours accomplishing a seemingly simple task in Unity that could be achieved quite easily with other methods. This chapter demonstrates the benefits of audio middleware, discussing its functionality and the practical reasons why it is ideal to implement middleware to create game audio whenever possible. The reader will learn how to use Wwise to create interactive music structures and seamless transitions.
虽然游戏引擎的功能令人印象深刻,但它们缺乏许多作曲家和声音设计师需要的重要功能。通常情况下,作曲家必须花费数小时在Unity中完成看似简单的任务,而使用其他方法却很容易完成。这一章展示了音频中间件的好处,讨论了它的功能,以及为什么在任何可能的情况下实现中间件来创建游戏音频是理想的实际原因。读者将学习如何使用Wwise创建交互式音乐结构和无缝过渡。
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引用次数: 0
Programming Crash Course for Composers 编程速成班作曲家
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0014
Noah Kellman
This chapter serves as a concise, understandable introduction to programming concepts, with a focus on principles useful specifically to someone planning to integrate music or sound into a game. When learning game audio as a field, it is far too easy to skip over basic programming principles that should be part of any game music composer’s foundation. Intricate details of programing basics are not the focus of this chapter, but rather general concepts that are essential for understanding how a programmer thinks and being able to read code in a scripting language such as C#. These general concepts are then applied through audio-specific demonstrations using C#.
这一章是对编程概念的简明易懂的介绍,重点是对那些计划将音乐或声音整合到游戏中的人有用的原则。当我们将游戏音频作为一个领域进行学习时,我们很容易忽略作为任何游戏音乐编曲基础的基本编程原则。编程基础的复杂细节不是本章的重点,而是理解程序员如何思考和能够阅读脚本语言(如c#)代码所必需的一般概念。然后通过使用c#的音频演示应用这些一般概念。
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引用次数: 0
Emergence: Music’s Role in Player Experimentation 涌现:音乐在玩家实验中的作用
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0009
Noah Kellman
In the context of computer science, “emergent behavior” is when a number of simple behaviors interact and evolve into a larger, more complex behavior. This concept is quite common in video games. In cases of designed emergence, the music is designed to react to the player’s personality and to musically encourage the player to carry out certain actions. However, in unpredicted emergence, one must ask the question: how will the players’ personalities then affect the resulting music itself? This chapter will discuss different techniques that can be used to create a system that adapts well to both designed and unpredicted emergence, including the uses of model-based sound design, as well as modular orchestration. Among other examples, this chapter examines how Avalanche created a highly reactive music system which accounted systematically for the many possibilities in Just Cause 4.
在计算机科学的背景下,“紧急行为”是指一些简单的行为相互作用并演变成更大、更复杂的行为。这个概念在电子游戏中很常见。在设计突发性的情况下,音乐的设计是为了回应玩家的个性,并鼓励玩家执行某些行动。然而,在意想不到的情况下,我们必须问一个问题:玩家的个性将如何影响最终的音乐本身?本章将讨论不同的技术,可以用来创建一个系统,以适应设计和不可预测的出现,包括使用基于模型的声音设计,以及模块化编排。在其他例子中,本章将探讨Avalanche如何创造一个高度反应性的音乐系统,并在《正当防卫4》中系统地呈现出许多可能性。
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引用次数: 0
Game Music Basics 游戏音乐基础
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0001
Noah Kellman
Film music is linear, meaning you always know in what order the on-screen events occur. Game music, on the other hand, evolves and changes in real time based on the player’s actions. Composing for this unpredictable, nonlinear medium is a necessary skill unique to game music composition. This chapter examines how composing for nonlinear timelines is different both conceptually and technically, discussing the common techniques used in games today and empowering readers to use these in their own game projects.
电影音乐是线性的,这意味着你总是知道屏幕上事件发生的顺序。另一方面,游戏音乐则会根据玩家的行动实时发展和变化。为这种不可预测的非线性媒介作曲是游戏音乐作曲的一项必要技能。这一章将探讨非线性时间线在概念和技术上的不同之处,讨论当今游戏中使用的常见技巧,并让读者能够在自己的游戏项目中使用这些技巧。
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引用次数: 0
Fundamental Game Scoring Techniques 基本游戏得分技巧
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0002
Noah Kellman
Chapter 2 dives further into the technical side of game scoring fundamentals. The reader will learn how game composers structure their scores using techniques like horizontal resequencing and vertical layering, as well as looping and stingers. These fundamental methods of scoring games are essential to any game composer’s tool set, and this chapter leaves the reader with the necessary knowledge to jump right into game scoring.
第2章深入探讨了游戏计分基础的技术层面。读者将学习游戏作曲家如何使用水平重排序和垂直分层,以及循环和刺等技术来构建他们的分数。这些为游戏评分的基本方法对于任何游戏编曲师的工具集来说都是必不可少的,这一章给读者留下了直接进入游戏评分的必要知识。
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引用次数: 0
Designing Interaction between the Player and the Music 设计玩家与音乐之间的互动
Pub Date : 2020-11-03 DOI: 10.1093/oso/9780190938680.003.0008
Noah Kellman
There are many different ways in which a player might interact with your music: the player may have either an indirect relationship with the music (that is, the player’s actions do not directly lead to distinct musical consequences) or a direct relationship with the music (that is, the player’s actions and decisions do result in distinct musical consequences). These interactions might also happen diegetically or nondiegetically. It is important to determine early in the audio-planning process whether or not the player will share a direct relationship with the music. Different types of games require different types of interaction for the best gaming experience, and this chapter will cover various interaction types and how they can be applied.
玩家与音乐互动的方式多种多样:玩家可能与音乐有间接关系(即玩家的行动不会直接导致不同的音乐结果),也可能与音乐有直接关系(即玩家的行动和决定会导致不同的音乐结果)。这些互动也可能发生在叙事或非叙事中。在音频规划过程的早期就确定玩家是否与音乐有直接关系是很重要的。为了获得最佳的游戏体验,不同类型的游戏需要不同类型的交互,本章将介绍各种交互类型以及如何应用它们。
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The Game Music Handbook
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