Features - Audio

Musical Techniques for Interactivity

A Tip About Tips
By Donald S. Griffin
Gamasutra
May 1, 1998
Vol. 2: Issue 18

Musical Techniques for Interactivity
Making the Game Better

A World of Uncertainty

Requires A Different Approach

That May Be More Complex

But Need Not Be More Difficult

Just Different

A Few Specifics

A Tip About Tips

Whenever I am working on an interactive audio project I am always remembering some old trick that I learned in a previous situation. When that fails I am spending critical time coming up with a new one. It seems that every time I am discussing the subject with one of my colleagues everything someone says makes me think of a similar situation and how I approached it. It is ironic that every time I try to put together a lecture or article I have to dig around in my head to remember these tips. I have always meant to write every technique down on paper as it comes up during a project but there never seems to be time or I am too afraid of disturbing my 'train' of thought. Because of this I am sure I will think of many more suggestions the day after this article is published. I am just as sure that you will think of several things that I forgot. Do yourself a favor and write them down. Share them with your colleagues and write down the new ideas that come from those discussions. They can really help when you find yourself facing that blank white screen and especially so when you realize that the screen is now multi-layered and multi-threading!



Donald S. Griffin of Computer Music Consulting is a MIDI and multimedia consultant and composer of several hundred pieces of music and sound effects for dozens of games including Aladdin, Destiny and an Algorithmic Music Engine. He has consulted on multimedia studio design and sound for site based game development. His experience goes back 20 years and he has written for Computer Gaming World. Donald.  He can be reached at dgriffin@Computer-Music.com . Visit his homepage at   http://www.computer-music.com.

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