Non-Game Examples of Adaptive Music
Note that the formal definition of adaptive music does not specifically
mention video games. As it turns out, this type of composition does
in fact crop up outside of game music. You may be surprised at the
history, richness, and breadth of music that falls into this category.
Here is a small sampling of a number of non-gaming adaptive music
approaches.
Mozart’s Musikalisches Würfelspiel (1792)
Adaptive music more than 200 years old? Yup. In Mozart’s combinatorial
“Musical Dice Game”, parts are generated a measure at a time by rolling
dice to pick randomly from a table listing multiple potential versions.
The number of potential variations of this piece of music “is so large
that any waltz you generate with the dice and actually play is almost
certainly a waltz never heard before. If you fail to preserve it, it
will be a waltz that will probably never be heard again”. [Gardner, 2001]
Wolfgang Amadeus Mozart - Music Game Innovator
Stockhausen’s Piano Piece XI (1956)
This piece consists of a single page showing nineteen discrete musical
sections. The performer is instructed to play the sections in any
sequence, as the mood takes her. But the end of each sequence includes
specific performance notes regarding how to play whichever section is picked next. [Morgan91]
Earle Brown’s Available Forms II (1965)
In Available Forms II,
two orchestras rehearse a total of thirty-eight “composed orchestral
events”. During performance, two conductors cue these segments “in any
combination or sequence”. The conductors may also modify their
“ensemble, tempo, and loudness”. [Brown65] Brown combined the flexibility of small group improvisation with the awesome expressive power of full orchestral forces.
Synesthesia LLC’s “Interactive Dance Club” installation at SIGGRAPH 98 (1998)
This dance club environment installation allowed participants were
invited to experiment with a large variety of non-traditional
interfaces – hooked into musical responses designed to fit in
“immediately and identifiably” with the DJ’s current club mix.
(Actually, an “Experience Jockey” (“EJ”) was responsible for
maintaining larger scale structure and direction of this unique audio
experience.) Dance club lighting effects with a twist triggered musical
phrases when overhead light beams were broken in one “zone”; another
featured an array of light sensors on the floor that allowed shadows to
influence melodic elements. Trigger pads, proximity sensors, pedals,
and other interfaces were used to influence musical activity in other
areas. [Ulyate02]
…Why are non-gaming examples important?
The really nice thing about many of the non-gaming examples listed in
this section is that you can actually study the scores. Most have been
published in one or more editions, so you can likely go to your local
library and check out the details of their “implementations” for free.
And there is a lot of interesting material out there.
Brown, for instance, experimented with a wide variety of indeterminate
and “variable form” scoring techniques for many years. A number of
other 20th century composers (such as Feldman or Boulez) have also
experimented with aleatory music elements. [Morgan91] As a bonus, there
also tends to be readily available analyses and discussions of these
non-game works in secondary sources. (For instance, try Googling
“Mozart ‘Musical Dice Game’”.)
By contrast, the
“score” for “X-Wing”’s adaptive music system (for instance) is
accessible only via Lucas Arts’ proprietary iMUSE editor. The actual
details of the implementation are hidden from the general public; only
a handful of people have ever peeked “under the hood”. This opacity is
typical of just about any video game adaptive music score.
Further Clarification: Non-Linear Music that is Not Adaptive Music
A look at a two approaches to musical indeterminacy that aren’t adaptive should help to make our definition even clearer.
John Cage’s Music of Changes (1951)
Although the score was originally generated through “chance operations”, [Morgan91] the generated
score itself is considered to be the definitive form of the piece.
There is only one representative performance version of this piece.
Only if John Cage’s system for generating this music were actually
considered to be the piece would it fit into the category of adaptive music.
Witold Lutoslawski’s aleatoric notation techniques
From the 1960s onwards, Witold Lutoslawski used orchestral score
notation techniques that involved indeterminacy; however, his aleatoric
techniques were used to describe particular aural effects, which were
intended to sound (essentially) the same from performance to performance. [Morgan91] This type of effect should not be considered adaptive music.
Questions for Consideration
What, if any, jazz music performance traditions should be considered
adaptive music systems? Should classical Northern Indian rag
improvisation practices be considered adaptive music?
Is truly interactive music a subset of adaptive music?
Is John Cage’s 4’33” an adaptive music composition?
Other Potential Applications for Adaptive Music
The video game industry is the driving force behind adaptive music
technology development right now. However, as adaptive music technology
and techniques mature, the craft may well find other important
applications. Some for-instances follow.
An Adaptive Symphony
The same kind of structural and expressive variation that is currently
possible using computers and synthesized performers is theoretically
also possible using a traditional orchestra in performance. The MIDI
output of a software adaptive music system under the control of a
conductor/composer/improviser figure could fairly easily be displayed
as traditional parts on networked laptops for each member of the
ensemble. The result would be spontaneous, cohesive, orchestral
improvisation. Realization of the composer’s inspiration – as it
strikes.
The Democratic Dance-Floor
Club-goers could influence the flow of music by interacting with the DJ
and an online adaptive music system using web-enabled cellular devices.
At its simplest level, the play-list queue could be displayed on a
large screen, with participants merely voting on what track gets played
next. With a more involved implementation, any number of performance
parameters could be up for grabs: real-time control over the bass
line’s resonant filter, dynamic cross-fading control, muting and
un-muting of various parts, assigning parts to new instruments, control
over builds and breaks, and general ebb and flow within a piece of
music. The mood of the music could quite literally follow the mood of
the room (or at least of the majority).
Summary
This article proposed a formal definition of adaptive music, and
examined it in some detail. The scope of the definition was clarified
via a number musical examples that fell in- and out-side of the
adaptive music category.
Will the Real Adaptive Music Please Step Forward?
Currently, adaptive music approaches and implementations are
characterized by their diversity. At first glance, the examples in this
article tend to have more that sets them apart than groups them
together. And none on their own could really be considered
representative.
But the single essential
question still remains: “how can a game composer score a scene
intelligently and compellingly, when she doesn’t know what is going to happen, when?”
The technologies and techniques that provide general,
implementation-unspecific solutions to this challenge are the ones that
will consistently find traction and evolve the craft as a whole.
And “what exactly are we talking about?” seems like a good place to start.
References
[3DSoundSurge01] “3DSoundSurge Press Release: Monolith’s 3D Engine to
Feature the Interactive Power of Microsoft’s DirectMusic™”,
(3DSoundSurge, 2001), online:
3D SoundSurge (accessed: 10 December 2002).
[Boyd06] Andrew Boyd and Robb Mills, “Implementing an Adaptive, Live
Orchestral Soundtrack”, lecture at the Game Developers Conference, San
Francisco, 2006.
[Brown65] Earle Brown, “Introductory Remarks” to Available Forms 2 for Large Orchestra Four Hands (98 Players), (New York: Associated Music Publishers, Inc., 1965), 1.
[Doud03] Chuck Doud, “Composing, Producing and Implementing an
Interactive Music Soundtrack for a Video Game”, lecture at the Game
Developers Conference, San Jose, 2003.
[Gardner01] Martin Gardner, The
Colossal Book of Mathematics: Classic Puzzles, Paradoxes, and Problems:
Number Theory, Algebra, Geometry, Probability, Topology, Game Theory,
Infinity, and Other Topics of Recreational Mathematics, (New York: W.W. Norton and Company, Inc., 2001), 632.
[Morgan91] Robert P. Morgan, Twentieth-Century Music: A History of Musical Style in Modern Europe and America, (New York: W. W. Norton & Company, Inc., 1991).
[Ulyate02] R. Ulyate and D. Bianciardi, “The Interactive Dance Club: Avoiding Chaos in a Multi-Participant Environment,” Computer Music Journal, Volume 26, Number 3 (Boston: Massachussetts Institute of Technology, 2002).
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