一种电子游戏非线性交响配乐的设计与实现

IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS New Review of Hypermedia and Multimedia Pub Date : 2017-10-02 DOI:10.1080/13614568.2017.1416682
Adam J. Sporka, Jan Valta
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引用次数: 1

摘要

摘要当代电子游戏中的音乐往往是互动的。音乐播放基于可用音乐素材片段之间的转换。这些转变是随着游戏的发展而发生的。这种模式被称为自适应音乐。我们面临的挑战是设计、创作和实施即将推出的电子游戏《王国降临:拯救》的配乐。我们的原声音乐是交响乐配器的作品集。根据我们的设计决定,我们的意图是以一种尊重管弦乐电影配乐本质的方式来实现自适应音乐。我们创建了自己的自适应音乐中间件,称为序列音乐引擎,实现了高级音乐逻辑和低级播放基础设施。我们的系统可以处理数小时的视频游戏音乐,有助于在整个视频游戏中保持音乐的相关性,并最大限度地减少单个片段的重复性。
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Design and implementation of a non-linear symphonic soundtrack of a video game
ABSTRACT The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.
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来源期刊
New Review of Hypermedia and Multimedia
New Review of Hypermedia and Multimedia COMPUTER SCIENCE, INFORMATION SYSTEMS-
CiteScore
3.40
自引率
0.00%
发文量
4
审稿时长
>12 weeks
期刊介绍: The New Review of Hypermedia and Multimedia (NRHM) is an interdisciplinary journal providing a focus for research covering practical and theoretical developments in hypermedia, hypertext, and interactive multimedia.
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