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by Kurt Harland
Gamasutra
February 17, 2000

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Features

Composing for Interactive Music

Contents

A Brief History of Interactive Music

Conceptual Problems of Interactive Game Scores

Balancing Transitions and Continuity

You're walking slowly down a hallway too dark to be certain of what, if anything lies in the shadows. You're being very cautious, because your health is very low, and there are no health-ups in sight. (While "death" in a video game is never the end, it is a major inconvenience and quite frustrating.) As you go you get the vague feeling that there's danger ahead. "Of course", you think, games always throw danger at you in dark places. But there's more to it than that: You feel worse about this hallway as the seconds go by, your character creeping along with only a pixel or two on his health meter. Is it the darkness? Perhaps... but it's been dark all along. Why do you feel worse about this now? Finally you realize why. The place sounds worse. The music has gone all spooky and dissonant. You're just thinking "cool" as a huge blue Orcus with knotted muscles and oozing lips rips your character's head off. You've just had the interactive music experience.

The example above is more than speculation. It's in games now. The idea is simple from a programming angle: if the distance between you and an enemy is less than x, then send a flag to the music to change its state. The composer can set the music up to make it sound more dangerous and spooky. Should be easy! It is easy, for the programmers. For the composer this is a challenge and a can of worms of unusual depth. This challenge is the subject of this article.

Let me clarify: By "interactive music", I don't mean simply music being used in an interactive application like a game. I mean music that responds to the state of affairs the user is experiencing. And beyond mere switching from one song to another, true interactivity implies more of an interaction between the music and the gamestate, rather than a direct interaction between the music and the player. Few games ask the player to manipulate the music (notable exceptions being Parappa the Rapper and Toejam & Earl). But more and more games are asking the music to respond to the state of the game, i.e., what's going on.

We want interactive music, "we" being the players and the developers. As players we want it because it makes the total environment feel more real, more immersive. As developers we want it because it is a unique new tool for communicating with the player, one which is sometimes the only one available. It offers us the ability to communicate the nature of the situation with something other than visuals, something that doesn't take up any extra RAM. (Once you've allotted for the interactive audio driver)

Above all else is that ephemeral joy we get from the way that music can orchestrate a situation. Like walking with headphones, if the music and the listener and the situation all match well, a stirring sense of meaning is imparted to the experience. We feel elevated and glorified. At its best, interactive music does this even more than static music, because it seems to know what has happened. The emotional tone follows our experience.

A Brief History of Interactive Music

The history of interactive music has been surprisingly brief, and a relatively small proportion of games has had it. It's a hard thing to do. (More on why later) When video games started, they could only make a few basic tones. The sound capabilities were not sufficient to justify hiring an actual composer to compose actual music. Usually a programmer who had a few spare hours would write something up in a text file as direct commands to the tone generator. Someone in that position wouldn't be thinking of interactive music, they'd be thinking of getting that chore out of the way. Nonetheless, even in the primitive 70's the interactivity was there. Space Invaders, and then Asteroids both employed a simple device to aurally communicate urgency to the player: they speeded up the sound. Space Invaders was 4 bass notes going down, while Asteroids was merely two. (The world's shortest melody!) Yet those of us old enough to have played these games in their heyday remember that the feeling was more intense as the wave of enemies or asteroids reached its end because that loud bass synth was going so fast...

By the mid-80's advances in electronic musical instrument technology had started to benefit the video game market, and producers wanted to have "real" music. They wanted music that sounded like actual songs, songs you'd hear on the radio, the farthest possible cry from simple tone-generator patterns. Most music for games tended towards either incorporating digital recordings (in arcade games, at least) or higher-quality synthesis and digital soundfile instruments played by MIDI scores. Hiring composers became justifiable. This trend towards music that sounded more like what people thought of as music, music they'd hear on the radio, was a big step away from interactivity. Music for listening is inherently non-interactive. The compositional traditions of western (and most) music require that the final state of the composition is known and fixed. Music that works well with a game, especially music that is ready and able to change itself unpredictably is likely to be boring if listened to by itself. With producers looking for good songs (as opposed to soundtracks) and composers coming from listening music backgrounds, interactivity was almost impossible and nearly forgotten.

Often this problem has been solved by recording several different songs as digital soundfiles and simply playing them back, while switching between them to respond to the gamestate. The obvious limitations of course are that it's technically difficult to do, the gaps while switching are jarring and unpleasant, and from a musical standpoint, it's coarse. You don't have the option of subtlety, and you are limited to only a few choices because of space considerations, both memory and storage. Then there’s the question of whether the game you’re composing for can handle constant disc reads to get new music!

Still, this method is still used today with some success, depending on the type of game. (Sports games are more amenable to this treatment, for example)

A concurrent issue changed the course of music styles in games. When I first started, I was convinced that video game music should be subtle background sounds that only vaguely suggest musical themes and melodies, with occasional musical gestures asserting themselves at moments when the events of the game justified it. I wanted to make scores that at times would be only background sounds. Low tones, wind, occasional notes... I came into the arena thinking this way because as I played video games throughout the 80's, I came to be very annoyed with the fully crafted songs that became prevalent in them. The problem was that the better the song was, the worse it was for the game! Good songs that repeat themselves over and over are a kind of psychological torture that only our modern culture could produce. Almost every one of us has a bad memory of a game we liked but whose music could not be turned off, or was an arcade game. By the time my gaming switched primarily to PC games, I took my place among the armies of gamers whose first act in a game was to find the off switch for the music.

But there was some resistance to "less musical music" within the industry. Producers wanted to impress people with the high quality of each component of the game. For the music, this meant "songs", in the classic sense of the word. It took some time before it sunk in that the game as a whole was suffering. In 1994, reviews were still ready to criticize the soundtrack if it didn't sound like music in the traditional sense. An innovative composer working on a game could get the product a bad paragraph in its review by creating a score that was less musical but fit better in the game.

And finally, the tools weren't there. Music that changes in response to gamestate has to be set up to respond to signals from the game program itself, and this just isn't in the MIDI spec. Code for interactivity has to be written, and programmer time is as precious as plutonium.

The desire for interactive game scores was strong enough to overcome them, however. The critics got used to it, the tools got written, and the composers learned how to make it work on their end as well. This last is what I want to talk about now.

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Conceptual Problems of Interactive Game Scores


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