Mapping Sounds into Commands
Recent years have witnessed the boom of musical games. These games associate the commands of the player with musical or sonorous events. While the creation and edition of these associations remain a key factor for the musical game industry, digital signal processing techniques continue evolving, providing very useful information about songs. Even though these techniques cannot provide (nowadays) a perfect transcription of songs, they can be successfully mapped into game commands if a proper strategy is applied. This paper discusses some strategies to answer questions like "how can the information automatically retrieved from an audio source be used in a game?". More specifically, "how can this information be used to determine which commands should a player hit on specific moments of a game?".
Click to purchase paper as a non-member or login as an AES member. If your company or school subscribes to the E-Library then switch to the institutional version. If you are not an AES member and would like to subscribe to the E-Library then Join the AES!
This paper costs $33 for non-members and is temporarily free for AES members.