Experience-Driven Procedural Music Generation for Games

Experience-Driven Procedural Music Generation for Games
复制标题

体验驱动的游戏程序音乐生成

DOI:
10.1109/tciaig.2012.2212899
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发表时间:
2012
影响因子:
--
通讯作者:
D. Morelli
D. Morelli
中科院分区:
工程技术4区
文献类型:
--
作者:
D. Plans;D. Morelli

文献摘要

被引文献

相似文献

随着视频游戏从粗制滥造、简单的电路制品发展成为一个价值数十亿美元的全球产业,视频游戏音乐的适应性越来越强。作曲家不得不使用新的技术来避免传统的、基于事件的方法,即音乐主要由循环的音轨组成,这可能会导致音乐过于重复。此外,在当今的游戏设计中,这些都不能很好地扩展,因为游戏的叙事已经变得越来越复杂和非线性。本文概述了体验驱动的过程性音乐生成的使用,以概述根据用户游戏指标动态生成音乐和音频的可能方法。
As video games have grown from crude and simple circuit-based artefacts to a multibillion dollar worldwide industry, video-game music has become increasingly adaptive. Composers have had to use new techniques to avoid the traditional, event-based approach where music is composed mostly of looped audio tracks, which can lead to music that is too repetitive. In addition, these cannot scale well in the design of today's games, which have become increasingly complex and nonlinear in narrative. This paper outlines the use of experience-driven procedural music generation, to outline possible ways forward in the dynamic generation of music and audio according to user gameplay metrics.