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Musical Techniques for Interactivity |
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| By Donald
S. Griffin Gamasutra May 1, 1998 Vol. 2: Issue 18 |
A few years ago, I took a stab at designing an
algorithmic music engine and some content for it. It got a good review because
it did sound like real music but I can tell you it was nowhere near as good
as what I can do when I am in control of all the notes. Back then, I had
to work under the severe restriction of using MidPak which, although a competent
product, was the least appropriate for the task at hand. I had to design
the whole thing to determine which individual tiny MIDI file would be played
in which order without the possibility of layering or controlling volumes
on individual tracks. The result was a script that controlled which category
of MIDI file was next in line and allowed the program to pick randomly from
a small pool to determine which particular version got played. This scheme
demanded that the individual MIDI files be extremely simple and universal
in nature. That was a trying experience but it did leave me with a wish list
of features that an interactive music composition tool should have. Recently
I spent some time with Microsoft DirectMusic Producer. It pretty much fulfilled
my wish list and, in fact, functions in a manner similar to what I did a
few years ago only with much greater complexity. While this kind of tool
can give a composer almost limitless freedom to design interactive music
it also transforms his task into one of much greater complexity. Anyone who
can compose well with such a tool is deserving of a title different than
composer because being a composer alone cannot prepare you for this whole
new way of looking at music. |
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| ...Just
Different...
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