Interactive Music for the Video Game Composer

Game Composer Winifred Phillips works in her studio on the music of the popular Spore Hero video game As a speaker in the audio track of the Game Developers Conference this year, I enjoyed taking in a number of GDC audio sessions — including a couple of presentations that focused on the future of interactive music in games.  I’ve explored this topic before at length in my book (A Composer’s Guide to Game Music), and it was great to see that the game audio community continues to push the boundaries and innovate in this area! Interactive music is a worthwhile subject for discussion, and will undoubtedly be increasingly important in the future as dynamic music systems become more prevalent in game projects.  With that in mind, in this blog I’d like to share my personal takeaway from two sessions that described very different approaches to musical interactivity. After that, we’ll discuss one of my experiences with interactive music for the video game Spore Hero from Electronic Arts (pictured above).

Musical Intelligence

Baldur BaldurssonPhoto of Baldur Baldursson, the audio director for Icelandic game development studio CCP Games (part of the article by game composer Winifred Phillips) (pictured left) is the audio director for Icelandic game development studio CCP Games, responsible for the EVE Online MMORPG.  Together with Professor Kjartan Olafsson of the Iceland Academy of Arts, Baldursson presented a talk at GDC 2016 on a new system to provide “Intelligent Music For Games.”

Baldursson began the presentation by explaining why an intelligent music system for games can be a necessity.  “We basically want an intelligent music system because we can’t (or maybe shouldn’t really) precompose all of the elements,” Baldursson explains. He describes the conundrum of creating a musical score for a game whose story is still fluid and changeable, and then asserts,  “I think we should find ways of making this better.”

Continue reading

MIDI for the Game Music Composer: Wwise 2014.1

wwise-logo-empowers

MIDI seems to be making a comeback.

At least, that was my impression a couple of months ago when I attended the audio track of the Game Developers Conference.  Setting a new record for attendance, GDC hosted over 24,000 game industry pros who flocked to San Francisco’s Moscone Center in March for a full week of presentations, tutorials, panels, awards shows, press conferences and a vibrant exposition floor filled with new tech and new ideas. As one of those 24,000 attendees, I enjoyed meeting up with lots of my fellow game audio folks, and I paid special attention to the presentations focusing on game audio. Amongst the tech talks and post-mortems, I noticed a lot of buzz about a subject that used to be labeled as very old-school: MIDI.

This was particularly emphasized by all the excitement surrounding the new MIDI capabilities in the Wwise middleware. In October of 2014, Wwise released its most recent version (2014.1) which introduced a number of enhanced features, including “MIDI support for interactive music and virtual instruments (Sampler and Synth).” Wwise now allows the incorporation of MIDI that triggers either a built-in sound library in Wwise or a user-created one. Since I talk about the future of MIDI game music in my book, A Composer’s Guide to Game Music, and since this has become a subject of such avid interest in our community, I thought I’d do some research on this newest version of Wwise and post a few resources that could come in handy for any of us interested in embarking in a MIDI game music project using Wwise 2014.1.

The first is a video produced by Damian Kastbauer, technical audio lead at PopCap games and the producer and host of the now-famous Game Audio Podcast series.  This video was released in April of 2014, and included a preview of the then-forthcoming MIDI and synthesizer features of the new Wwise middleware tool.  In this video, Damian takes us through the newest version of the “Project Adventure” tutorial prepared by Audiokinetic, makers of Wwise.  In the process, he gives us a great, user-friendly introduction to the MIDI capabilities of Wwise.

Twitch-LostChocolate

border-159926_640_white

The next videos were produced by Berrak Nil Boya, a composer and contributing editor to the Designing Sound website.  In these videos, Berrak has taken us through some of the more advanced applications of the MIDI capabilities of Wwise, starting with the procedure for routing MIDI data directly into Wwise from more traditional MIDI sequencer software such as that found in a Digital Audio Workstation (DAW) application.  This process would allow a composer to work within more traditional music software and then directly route the MIDI output into Wwise.  Berrak takes us through the process in this two-part video tutorial:

border-159926_640_white

Finally, Berrak Nil Boya has created a video tutorial on the integration of Wwise into Unity 5, using MIDI.  Her explanation of the preparation of a soundbank and the association of MIDI note events with game events is very interesting, and provides a nicely practical application of the MIDI capability of Wwise.

Montreal International Game Summit 2014

WP-Session-MIGS-2
Just came back from a fantastic experience speaking at the Montreal International Game Summit 2014!

Montreal is a beautiful city, and that’s reflected in the fantastic rainbow-tinted windows of the convention center where the summit was held – the Palais des congrès de Montréal.

MIGS-Colored-Glass

The weather was relatively warm while I was there, but I spent most of my time at the summit… although I did enjoy the city views from the enormous walls of windows.


MIGS-WindowWall

This year’s summit was more vibrant than ever, and the fun began in the wide hallways where attendees could test their video game trivia knowledge by taking part in “The Game Masters” quiz show.  I wasn’t brave enough to compete, but I had to get a picture of the set:

MIGS-Game-Masters The show floor was very exciting this year, with a lot of the activity centering around the two Oculus Rift stations.  My attention, though, was caught by two things.  First — the AudioKinetic booth, where the Wwise middleware was on display:

MIGS-AudioKinetic

And second, this big green guy who was hulking inside the Ubisoft booth.  He looks brutish, but don’t let that fool you — he’s a real charmer.

MIGS-Ubisoft-Mascot

Here’s the big schedule of sessions that was posted at the event.  My speech was towards the end of the second day of the summit, right before the MIGS Brain Dump (which is kind of similar to a GDC rant).

MIGS-Big-Schedule

My talk was titled, “Music, the Brain, and the Three Levels of Immersion.”  It was a great audience!

WP-Session-MIGS-1

I had a wonderful time sharing some ideas about the role that music can play in helping gamers to achieve immersion. I’d first explored these ideas in my book, A Composer’s Guide to Game Music, and it was such a joy to explore these ideas with such an enthusiastic audience!

MIGS-SpeechPhoto-YT-Thumb

I’ll be posting a video excerpt from my talk soon.  It was wonderful to speak at MIGS 2014, and thanks to all the creative and inspiring people I met this year in Montreal – it was a tremendous pleasure!

Music in the Manual: FMOD Studio Vs. Wwise

Wwise-FMOD

A few days ago, I downloaded and installed the latest version of a software package entitled FMOD Studio and was pleasantly surprised to discover that an oversight had been corrected. It’s not unusual for software updates to correct problems or provide additional functionality, but this update was especially satisfying for me. The makers of FMOD Studio had added the “Music” section to the software manual.

A brief explanation: FMOD Studio is a software application designed by Firelight Technologies to enable game audio professionals to incorporate sound into video games. The application focuses solely on audio, and is used in conjunction with game software. In essence, FMOD Studio is folded into the larger construct of a game’s operational code, giving the overall game the ability to do more sophisticated things with the audio side of its presentation.

When FMOD Studio was initially released in August of 2012, the manual did not include information about the music capabilities of the software. Admittedly, the majority of FMOD Studio users are sound designers whose interests tend to focus on the tools for triggering sound effects and creating environmental atmospheres. That being said, many composers also use the portions of the FMOD Studio application that are specifically designed to enable the assignment of interactive behaviors to music tracks. It was a bit puzzling that the manual didn’t describe those music tools.

One of the biggest competitors to FMOD Studio is the Wwise software from Audiokinetic. Wwise offers much of the same functionality as FMOD, and in working with the software one of the things I really like about it is its documentation. Audiokinetic put a lot of thought and energy into the Wwise Fundamentals Approach document and the expansive tutorial handbook, Project Adventure. Both of these documents discuss the music features of the Wwise software, offering step-by-step guidance for the creation of interactive music systems within the Wwise application. This is why the omission of any discussion of the music tools from the FMOD manual was so perplexing.

It’s true that many of the music features of the FMOD Studio software are also useful in sound design applications, and some are similar in their function to tools described in the sound design portions of the manual. Firelight Technologies may have assumed that those portions of the manual would be sufficient for all users, including composers. However, composers are specialists, and their priorities do not match those of their sound design colleagues. In using the FMOD Studio tools, the needs of composers would be sharply different from those driving the rest of the audio development community. Wwise understood this from the start, but FMOD seemed to be following a philosophy that hearkened back to the early days of the game industry.

In those days, the audio side of a game was often created and implemented by a single person. This jack-of-all-trades would create all the sound effects, voice-overs and music. Nowadays, the audio field is populated by scores of specialists. It makes sense for FMOD Studio to acknowledge specialists such as composers in their software documentation, and I’m very glad to see that they’ve just done so. If you’d like to learn more about FMOD Studio, you can see a general overview of the application in this YouTube video: