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Design and implementation of a non-linear symphonic soundtrack of a video game

机译:视频游戏非线性交响乐轨道的设计与实现

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摘要

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.
机译:当代视频游戏中的音乐往往是互动的。 音乐播放基于可用音乐材料的碎片之间的过渡。 这些转换是响应于演变的游戏玩法而发生的。 此范例称为自适应音乐。 我们的挑战是设计,创建和实施即将到来的视频游戏王国的原声:拯救。 我们的配乐是一个具有交响乐系的组成的集合。 根据我们的设计决定,我们的目的是以一种尊重管弦乐影片分数的方式实施自适应音乐。 我们创建了自己的自适应音乐中间件,称为序列音乐引擎,实现高级音乐逻辑以及低级播放基础架构。 我们的系统可以处理视频游戏音乐的时间,有助于保持整个视频游戏中音乐的相关性,并最大限度地减少各个件的重复性。

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