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In this paper, we discuss the different roles that music plays in an interactive entertainment title, suggesting both creative and procedural approaches to its creation and execution, and in particular, highlighting the importance of procedural music engines to support creative activity. We suggest further the role that algorithmic and procedural generation routines may have in creating music for interactive entertainment titles in the future and the role that human composers might play in the next-generation game soundtrack.
Author (s): McAlpine, Kenneth B.;
Bett, Matthew;
Scanlan, James;
Affiliation:
University of Abertay Dundee, Dundee, UK
(See document for exact affiliation information.)
Publication Date:
2009-02-06
Session subject:
Audio for Games: Game Music Systems
DOI:
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McAlpine, Kenneth B.; Bett, Matthew; Scanlan, James; 2009; Approaches to Creating Real-Time Adaptive Music in Interactive Entertainment: A Musical Perspective [PDF]; University of Abertay Dundee, Dundee, UK; Paper 14; Available from: https://aes.org/publications/elibrary-page/?id=15168
McAlpine, Kenneth B.; Bett, Matthew; Scanlan, James; Approaches to Creating Real-Time Adaptive Music in Interactive Entertainment: A Musical Perspective [PDF]; University of Abertay Dundee, Dundee, UK; Paper 14; 2009 Available: https://aes.org/publications/elibrary-page/?id=15168
@inproceedings{McAlpine2009approaches,
title={{Approaches to Creating Real-Time Adaptive Music in Interactive Entertainment: A Musical Perspective}},
author={McAlpine, Kenneth B. and Bett, Matthew and Scanlan, James},
year={2009},
month={feb},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 14; AES Conference: 35th International Conference: Audio for Games; February 2009},
number={14},
organization={AES},
}
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