Abstract
In this paper, we discuss the different roles that music plays in an interactive entertainment title, suggesting both creative and procedural approaches to its creation and execution, and in particular, highlighting the importance of procedural music engines to support creative activity. We suggest further the role that algorithmic and procedural generation routines may have in creating music for interactive entertainment titles in the future and the role that human composers might play in the next-generation game soundtrack.
Original language | English |
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Title of host publication | 35th Audio Engineering Society International Conference 2009 |
Subtitle of host publication | Audio for Games: proceedings |
Place of Publication | New York |
Publisher | Audio Engineering Society |
ISBN (Print) | 9781615670659 |
Publication status | Published - 1 Feb 2009 |
Event | AES 35th International Conference: Audio for Games - Royal Academy of Engineering, London, United Kingdom Duration: 11 Feb 2009 → 13 Feb 2009 Conference number: 35 http://www.aes.org/events/35/ |
Conference
Conference | AES 35th International Conference |
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Country/Territory | United Kingdom |
City | London |
Period | 11/02/09 → 13/02/09 |
Internet address |
Keywords
- Computer games
- Interactive music
- Adaptive sound
- Game audio