Where's
that Knight in shining armor?
What we need is some software company to make a program, which
would allow a small, fast audio file to sound the same on every PC,
with CD quality and the ability to be interactive. Then of course
they'll have to give it away for free to everyone who owns or buys
a PC. Right, that'll happen when Satan is wearing ice skates. Would
someone please get the Lord of the Abyss a pair of leggings to go
with those red figure skates? Microsoft to the rescue! (I can't believe
I actually put that phrase in print). Who else could pull it off?
Microsoft has developed just what we needed: A program to ensure compatibility
among sound cards, The Microsoft Synthesizer, and a program to create
the audio content, DirectMusic Producer.
The Microsoft Synthesizer is a DownLoadable Sound (DLS) compatible
software substitute for synthesizing hardware. Many sound cards are
already DLS compatible and DLS-compatible software synthesizers are
becoming available through other companies as well. So if your sound
card isn't already hardware DLS compatible, the MS Synthesizer will
substitute to ensure compatibility and it comes free with the DirectX
API. The Microsoft Synthesizer is also installed automatically as
a part of Internet Explorer so chances are pretty darn good that most
PCs and all game players already have it installed on their systems.
Microsoft also produces a program called the DirectMusic Producer,
which uses MIDI and the DLS standard to compose interactive audio.
This too is provided free. So we now have the ability to create and
implement interactive, CD quality audio at a fraction of the system
resources required by linear Redbook audio. Kudos to Microsoft (now
if they would only make the interface understandable to musicians,
hint, hint
).
I
did say CD quality didn't I?
So what is DLS you ask? DLS is a standard adopted by the MIDI Manufacturers
Association in January of 1997. A DownLoadable Sound is basically
a MIDI instrument created by taking a sample (a WAV file) of the sound
from any source, be it a drum, a dog barking or an entire orchestra.
That sound is stored in a DLS bank, which can be used exactly like
and in place of the General MIDI instruments we all know and love
(to hate). This means the same sounds you would currently hear in
your Redbook audio tracks can be used in a MIDI composition. Instead
of a two minute WAV of a violin solo taking up 20 MB of space you
take a short sample of that violin sound which will most likely be
less than 512K and make a DLS instrument out of it. A MIDI note then
triggers that sound in the composition and the result is the same
two minute violin solo at a fraction of the size. DLS combines the
advantages of digital sampling with the compactness and flexibility
of MIDI and functions independently from any on-board MIDI instrument
sounds already in a sound card. If your sound card isn't already DLS
compatible from the manufacturer, the Microsoft Synthesizer handles
the processing. You simply send along the DLS collection of instruments
with the MIDI composition and the song sounds the same on every PC.
DirectX 8 makes use of the DLS2 standard, which adds many features.
You can read more on DLS and DLS2 at the Midi
Manufacturers Association website.
You might also notice that I have been using the term interactive
audio and not interactive music. The reason is because a DLS instrument
can be comprised of any sound, which means sound effects and voices
as well as musical instruments. One of the demonstrations I saw from
Microsoft was a sports game sound effect set where the crowd cheered
when your team gets a hit and booed when the other team gets a hit.
At the same time there was an announcer speaking, a vender hawking
his wares and a general crowd ambience. All of these sounds layered
on top of each other as needed by the game events without every having
to switch tracks or getting the stutter you experience from loading
and unloading an audio track.
Where
have you been all my life?
You might wonder why, if this ability has been around since
1997, everyone doesn't use it. That's a valid question. As I pointed
out earlier, the fear factor has kept developers from being interested
in learning about it even if there was information easily accessible
-- which there isn't. Since the DirectMusic Producer is a free program,
all of the attention has been given to its creation has been in the
technology and not the user interface. This means it is difficult
to learn and use. Musicians are rarely programmers (although when
I look around my studio I wonder how I got all of this gear to work
together with three PCs) and therefore not inclined to deal with the
problem solving required to figure it all out. In addition, it's not
useful in other areas of the music industry, which means it's gotten
little attention in the music community. Interactive audio also requires
a whole new way of thinking about composing. You can't approach a
composition in the traditional linear structure because changes in
the game will dictate that your composition must change. If your entire
life you've been taught, listened to and created music one way it
takes serious dedication and focus to learn to look at audio in a
completely different way. With the steep learning curve, it's difficult
to justify the loss of productivity while you try to get a handle
on it. Who'll pay the rent? Then, after you learn it you have to sell
the developers and publishers on the technology. As a free program
it generates no revenue, which means it gets no advertising funds.
With little available information, it's a hard sell. It's much easier
to go with what you know, and what you can sell.
Add up all of these things and you see why interactive audio hasn't
taken the industry by storm. The bottom line however is that the ability
to produce interactive audio is available and it's an exciting frontier
for pioneering musicians and developers who are willing to explore
beyond the boundaries. We owe it to our audience and ourselves to
move in this direction and there is really no excuse not to be doing
it. Yes it is more difficult to learn but I'm sure that learning a
programming language or putting down the pencil and learning to draw
with a graphics program was no piece of cake at first either. So now
that you know CD quality, interactive audio is possible can you afford
not to have it? Right now your competitor is thinking about it.