The Future of Adaptive Game Music: The Continuing Evolution of Dynamic Music Systems in Video Games
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DA. M.. Young, "The Future of Adaptive Game Music: The Continuing Evolution of Dynamic Music Systems in Video Games," Paper 1-2, (2013 February.). doi:
DA. M.. Young, "The Future of Adaptive Game Music: The Continuing Evolution of Dynamic Music Systems in Video Games," Paper 1-2, (2013 February.). doi:
Abstract: This paper examines what the future may hold for adaptive music in video games. Discussions are focused on technical developments in music production software, game audio middleware, and gaming interfaces, and what these could mean for dynamic music systems. Specifically, the heralding of an industry-standard interactive audio transferable file type, the increasingly standardized functionality and appearance of game audio middleware, the blurring of the lines between DAW and middleware, improved real-time audio effects, generative music and MIDI-based capabilities in game engines, and the use of new player-state-based data input streams to inform and personalize music experiences on a player-by player basis, are explored.
@article{young2013the,
author={young, david m.},
journal={journal of the audio engineering society},
title={the future of adaptive game music: the continuing evolution of dynamic music systems in video games},
year={2013},
volume={},
number={},
pages={},
doi={},
month={february},}
@article{young2013the,
author={young, david m.},
journal={journal of the audio engineering society},
title={the future of adaptive game music: the continuing evolution of dynamic music systems in video games},
year={2013},
volume={},
number={},
pages={},
doi={},
month={february},
abstract={this paper examines what the future may hold for adaptive music in video games. discussions are focused on technical developments in music production software, game audio middleware, and gaming interfaces, and what these could mean for dynamic music systems. specifically, the heralding of an industry-standard interactive audio transferable file type, the increasingly standardized functionality and appearance of game audio middleware, the blurring of the lines between daw and middleware, improved real-time audio effects, generative music and midi-based capabilities in game engines, and the use of new player-state-based data input streams to inform and personalize music experiences on a player-by player basis, are explored.},}
TY - paper
TI - The Future of Adaptive Game Music: The Continuing Evolution of Dynamic Music Systems in Video Games
SP -
EP -
AU - Young, David M.
PY - 2013
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - February 2013
TY - paper
TI - The Future of Adaptive Game Music: The Continuing Evolution of Dynamic Music Systems in Video Games
SP -
EP -
AU - Young, David M.
PY - 2013
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - February 2013
AB - This paper examines what the future may hold for adaptive music in video games. Discussions are focused on technical developments in music production software, game audio middleware, and gaming interfaces, and what these could mean for dynamic music systems. Specifically, the heralding of an industry-standard interactive audio transferable file type, the increasingly standardized functionality and appearance of game audio middleware, the blurring of the lines between DAW and middleware, improved real-time audio effects, generative music and MIDI-based capabilities in game engines, and the use of new player-state-based data input streams to inform and personalize music experiences on a player-by player basis, are explored.
This paper examines what the future may hold for adaptive music in video games. Discussions are focused on technical developments in music production software, game audio middleware, and gaming interfaces, and what these could mean for dynamic music systems. Specifically, the heralding of an industry-standard interactive audio transferable file type, the increasingly standardized functionality and appearance of game audio middleware, the blurring of the lines between DAW and middleware, improved real-time audio effects, generative music and MIDI-based capabilities in game engines, and the use of new player-state-based data input streams to inform and personalize music experiences on a player-by player basis, are explored.
Author:
Young, David M.
Affiliation:
David M. Young Music, Athens, OH, USA
AES Conference:
49th International Conference: Audio for Games (February 2013)
Paper Number:
1-2
Publication Date:
February 6, 2013Import into BibTeX
Subject:
Game Music Systems
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=16655