Abstract
This article explores the limitations of current methods for implementing real-time adaptive music soundtracks in computer games. Outlining the existing technical solutions, including event-driven music cues, horizontal resequencing and vertical reorchestration, the article discusses where these technical approaches fall short in terms of the user experience, and concludes by suggesting parallels in other areas of music making, significantly jazz improvisation, that might provide a platform for development.
Original language | English |
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Pages (from-to) | 133–135 |
Number of pages | 3 |
Journal | Computer Games Journal |
Volume | 4 |
Issue number | 3-4 |
Early online date | 17 Jun 2015 |
DOIs | |
Publication status | Published - Dec 2015 |