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Index
About This eBook Title Page Copyright Page Praise for Writing Interactive Music for Video Games Dedication Page Contents About This Book Acknowledgments About the Author Introduction
Welcome
Games and Popular Culture Scoring for Games
Intended Audience
Game Development Teams Audio Teams Game Players
Structure of the Book
Part I: Scoring for Games Part II: Fundamental Video Game Scoring Techniques Part III: Advanced Video Game Scoring Techniques Part IV: Bringing Music into the Game Part V: The Business of Scoring Music for Video Games Part VI: Conclusion and Appendixes Digital Tools Companion Website
Conventions Used in This Book
Part I: Scoring for Games
Chapter 1. The Language of Music Storytelling in Games
What Makes a Video Game Unique?
Passive versus Active Interaction Variable Length of Experience Number of Plays Game Mechanics Pacing, Synchronization, and Flow Multiple Story Paths and Repeatability Technology
Types of Music within Games
Extra-Diegetic Music (Underscore) Diegetic Music (Source Music) Music as Gameplay Player Customized Music
Exploring Music Function within Games Synchronization and Integration of Music
Serendipitous Sync
Music Conceptualization
1. Gather and Assess Materials 2. Prioritize Primary Music Objectives 3. Create an Asset List 4. Define Interactive Elements in the Score 5. Create a Supporting Audio Style Guide 6. Create an Audio Design Document 7. Revise
Analysis and Critique of a Game Score Review Exercises
Chapter 2. Breaking Down the Language of Interactive Music
What Is Interactive Music? Types of Interactive Music
Improvisational Construction: Variation and Form Real-Time Composition and Arranging Performance-Based Dynamics and Tempo Changes Experimental Composition Techniques Instrument Design and User Interactive Performance
Control Inputs The Composer’s Toolbox
Cue Switching and Musical Form Adaptation Dynamic Mixing Tempo and Rhythmic Manipulation DSP and Effect Application Stinger and Musical Flourish Additions Instrumentation and Arrangement Alteration Harmonic Approach, Melodic Adaptation, and Note Manipulation
Review Exercises
Chapter 3. Spotting the Game
The Game Production Process The Spotting Process The Goals of a Video Game Music Score
Outlining the Emotional Context and Narrative Arc Structuring Interactive Music throughout Gameplay Synchronization
Video Game Scoring Techniques
Noninteractive Game Score Horizontal Resequencing Vertical Remixing MIDI Scores Advanced Interactive Scores
Music Control Inputs Repetition, Randomization, and Surprise Review Exercises
Chapter 4. Working with a Game Development Team
Who’s in Charge?
Game Development Teams Audio Teams Finding the Composer
Collaborating and Approving the Music
Defining the Tone and Voice of a Game Assessing the Music
Preparing for Music Production
Team Workflow Setting Schedules and Milestones Considering the Technology Sharing Documents Collaboration Technology Game Testing
Review Exercises
Chapter 5. Video Game Composition over the Past 40 Years
Why Video Game History Is Important The Dawn of Coin-Operated Machines
Musical Machines Gambling and Slot Machines Novelty Machines, Shooting Games, and Racing Games Pinball Machines
The Ascent of the Arcade Machine
Circuits The Programmable Sound Generator and the Rise of Melody Laserdisc Games The Golden Age of Arcades Social Arcade Games
The Game Console Revolution
Cartridge-Based Consoles CD-ROM–Based Consoles 128-Bit and DVD-ROM–Based Game Consoles
The Evolution of PC Gaming
MOD Files MIDI Scores (SMF) and Sound Cards iMuse CD-ROM/Redbook Audio
The Rise of Handheld and Network Games
Handheld Game Systems Internet Games Mobile and Cell Phone Games
The Advancement of Audio Middleware
The Beginnings of Audio Middleware Publisher Tools Standards Modern Middleware
The Evolution of the Modern Gaming Platform
Game Engines, Indie Games, and Distribution Game Distribution and Future Cloud Computing
Review Exercises
Chapter 6. Historical Perspective of Experimental Music
The Beginning of Interactive Music Pre-Twentieth Century
J. S. Bach: The Art of Fugue (1740s) Amadeus Mozart: Musikalisches Würfelspiel (1787)
1900–1950
Marcel Duchamp: Erratum Musical (1913) Charles Ives: Concord Sonata (1919) Arnold Schoenberg: Variations for Orchestra, Op. 31 (1928) Henry Cowell: Rhythmicon (1930) and The Banshee (1925) Paul Hindemith: The Craft of Musical Composition (1937) Pierre Schaeffer: Études de Bruits (1948)
Post-1950s
John Cage: Music of Changes (1951) and 4’33 (1952) Pierre Boulez: Structures I (1952) György Ligeti: Musica Ricercata II (1953) Morton Feldman: Projections (1953) Karlheinz Stockhausen: Klavierstücke XI (1956) Krzysztof Penderecki: Threnody to the Victims of Hiroshima (1960) Terry Riley: In C (1964) Earle Brown: Calder Piece (1966) Alvin Lucier: I Am Sitting in a Room (1969) Steve Reich: Clapping Music (1972)
Review Exercises
Part II: Fundamental Video Game Scoring Techniques
Chapter 7. Composing and Editing Music Loops
The Art of Looping Music Musical Construction, Connections, and Cadences Audio Editing
Zero Crossing Points Waveform Shape and Direction Transient and Legato Elements Music Tempo, Meter, and Performance Reverb Tails and Long Decays Crossfading
Auditioning Your Finished Loops Review Exercises
Chapter 8. Horizontal Resequencing
Sequencing Music in Real Time Crossfading Scores Transitional Scores Branching Scores Composing for Horizontal Resequencing
Harmonic and Tempo Considerations Working within the DAW Delivery
Review Exercises
Chapter 9. Vertical Remixing
Remixing Music for Intensity Deciding How Many Layers to Use Types of Vertical Remixing
Additive Layers Individually Controlled Layers
The Art of Fading Layers In and Out
Fade Times Layer Anatomy
Nonsynchronization of Layers Composing for Vertical Remixing Review Exercises
Chapter 10. Writing Transitions and Stingers
Enhancing without Interrupting Connecting Two Pieces of Music
Crossfading Transitioning Transition Matrixes
The Concept of Musical Interruption Composing Transitions
Synchronized Transitions Nonsynchronized Transitions
Transition Construction and Considerations
Ambient (Rubato) versus Rhythmic Tempo Considerations Harmonic Considerations Introducing Destination Music Repeating Transitions
Example Transitions Using and Placing Stingers
Synchronized Musical Stingers Nonsynchronized Musical Stingers
Review Exercises
Chapter 11. Using Sound Design Techniques in Music
What Is Sound Design? Basic Synthesis
Sound Generator Filters Envelopes Low-Frequency Oscillator
Audio Signal Processing Techniques for Creating Sound Design
Recording Live Instruments for a Sampling Session Sending Sounds into Infinite Reverb Using Speakers to Add Acoustic Resonance Using DSP to Create Unusual Sounds
Review Exercises
Chapter 12. Music as a Gameplay Element
Engaging Players with Music Music Games
Beat Matching Performance Simulation Music Mixing and Adaptivity Memory Matching Music Creation and Construction
Level Design, Construction, and Adaptation Instruments in Interfaces and the Game World Diegetic Music in Video Games Music Approaches in Other Games Review Exercises
Part III: Advanced Video Game Scoring Techniques
Chapter 13. MIDI and Virtual Instruments
An Alternative to Prerendered Audio Working with MIDI-Based Scores Using Virtual Instruments Review Exercises
Chapter 14. Real-Time Tempo Variation and Synchronization
Immersing the Player through Tempo Varying Tempo Based on Game Events Tempo Changes with Prerendered Audio Tempo Changes with MIDI or MOD Tempo Synchronization Phrase Synchronization Review Exercises
Chapter 15. Advanced Dynamic Music Manipulation Techniques
Weighing More Expensive Options Melodic Manipulation and Reinterpretation Ensemble, Rhythmic, and Style Alteration Embellishment and Fills Motivic Elements in a Running Score Dynamic Reharmonization and Chord Mapping Building an Event-Driven Sequencer Review Exercises
Chapter 16. Aleatoric Performance Techniques for Video Games
What Is Aleatoric Composition? Aleatoric Techniques
Pitch Rhythm, Tempo, and Form Articulations, Instrumentation, and Dynamics
Review Exercises
Chapter 17. Algorithmic and Generative Music Systems
Using Algorithmic and Generative Music Generating Music
Composer-Defined Rule Sets Knowledge-Based Musical Intelligence
The Rules of Game Composition
Mapping the Harmonic and Rhythmic Framework Melodic and Thematic Development Chord Construction, Counter-Melodies, and Supporting Instruments
Mapping Control Inputs to Music Applying Algorithmic Composition Review Exercises
Chapter 18. Using Middleware to Create Advanced Compositions
Simplifying Composition with Middleware Using Multiple Interactive Techniques Creating Scores Using a Middleware Engine Intelligent Music Engines Looping within a Middleware Engine Variation and Randomization
Random Playlists, Track Variation, and Alternative Start Points Time Variation
Review Exercises
Chapter 19. Creating a Custom Music Solution
Solving Problems with Custom Solutions Limitations of Interactive Techniques Teaching a Computer the Rules of Music Selling the Idea to the Developer Shaping an Interactive Musical Engine
Prototyping the Idea Design and Specification Implementation in the Game
Review Exercises
Part IV: Bringing Music into the Game
Chapter 20. Composing Music with a Digital Audio Workstation
Getting Started with a DAW
Choosing a Sequencer Sequencing Standard MIDI Files MOD File Sequencing
Sequencer Setup and Track Layout
Sample Rate and Bit Depth Track Layout, Submixes, and Stems
Planning for an Interactive Score
Looping Vertical Remixing Horizontal Resequencing Auditioning the Transitions between Cues Organizing the Musical Cues
Transitioning between the DAW and the Game Review Exercises
Chapter 21. Live Recording, Session Preparation, and Mixing
Elevating the Score with Live Musicians Preparing, Orchestrating, and Arranging
Preparing Sequences for an Orchestrator or Arranger
Session Preparation and Planning
Determine the Recording Order of Cues Multitracking Sequence Preparation Preparing for What Can Go Wrong
Exporting a Sequence to Another DAW Session Flow and Practices Time Management Final Mixing and Editing Musicians and Recording
Union Contracts Musician Expenses Musician Releases Recording Studio Expenses
Review Exercises
Chapter 22. Mixing and Exporting Audio Files to the Game Engine
Considerations for Mixing Music for Games Bouncing and Exporting Master Files File Formats and Compression
Audio File Compression Formats Game Audio Formats
Surround Mixing within Games Review Exercises
Chapter 23. Implementation and Programming
Defining the Music Framework The Implementation Process Game Production Methodology
Scheduling and Milestone Delivery Managing Assets and Files Tracking Asset Reviews and Feedback Naming Conventions
Balancing Compression with Quality
Physical Removable Storage Downloadable Games and Onboard Media Storage Onboard Working RAM Online Network Storage Voice Considerations
Allocating Time for Programming
Setting Up the Music Framework and Interactivity Implementing the Hooks Integrating Middleware Solutions
Mixing and Real-Time DSP Review Exercises
Chapter 24. Large-Scale Music Development
Establishing a Unique Creative Direction Unification and Planning Organization, Revisions, and Backups Mapping the Overarching Emotional Arc Integration and Follow-Through Large-Scale Interactive Music Challenges
Closed System (Games on Rails) Open System (Open-World Games) Combat-Triggered Musical Interactivity
Review Exercises
Part V: The Business of Scoring Music for Video Games
Chapter 25. The Life of a Video Game Composer
A Day in the Life of a Game Composer The Business of Scoring Games
Size of the Industry Game Development Game Development Education
Working In-House versus Out-of-House
In-House Composer Part-Time Contractor Freelance and Your Own Music Production Company
Skill Sets Music Production Companies Internships as Entry Points
Learning Experience Relationships Job Conversions
Music Libraries
Justifying Composer Fees Additional Income Streams
Review Exercises
Chapter 26. Contracts, Rights, and Work for Hire
The Legal Side of Composing Non-disclosure Agreements Music Rights and Work for Hire The Project Contract The Employment Contract Demos When Things Go Wrong Federal Forms
Employee Individual (Sole Proprietor) Corporation
Review Exercises
Chapter 27. Creating an Estimate
Proposing Your Talents and Fees Questions for the Developer
Game-Related Questions Audio-Related Questions Budget-Related Questions
Using an Estimate as a Sales Pitch The Psychology of Bidding
Price Presentation and Delivery
The Organization of an Estimate Breaking Music Down into Components
Interactive Music versus Linear Music
Determining How Much Music to Write Knowing How Much to Charge
Calculating the Cost of One Minute of Music Getting to Know the Client
Review Exercises
Chapter 28. Contract Negotiation Tactics
Working for Less Than You’re Worth Collaborating with Developers Renegotiating the Estimate Royalty Arrangements Offering Discounts for Multiple Projects Licensing Additional Rights and Opportunities
Music Publishing and Performance Royalties Guaranteed Work on Derivative Products Screen and Box Credits
Review Exercises
Chapter 29. How Composers Find Work
Building Relationships Networking Informational Interview Video Game Conferences Working for Free Game Developer Organizations Your Website and Blog Social Networking Cover Sheets and Résumés Partnerships Representation and Salespeople Advertising and Public Relations Agencies Review Exercises
Chapter 30. The Challenges of Working as a Composer
Setting Expectations and Goals Traits for Success
Passion Speaking the Language Belief in Yourself Write Music for the Person Signing the Check Reliability Adaptability Entrepreneurship People Skills Talent Humility Objectivity Technical Skills Experience Courage
Competition Handling Rejection and Failure Finances
Expenses and Budgeting Taxes Legal Fees
Review Exercises
Part VI: Conclusion and Appendixes
Conclusion
Where to Go from Here The Future of Game Scoring
Appendix A. Companion Website and Supporting Software Tools
Companion Website Composer Tools
Appendix B. Glossary Appendix C. Game Music Canon
1970 to 1989 1990 to 1999 2000 to 2009 2010 to 2013
Appendix D. Resources
Organizations Game Conferences Web Resources and Podcasts Books
Twentieth-Century Experimental Music Film Scoring Game Scoring Game Audio The Business of Game Scoring and Audio History of Video Game Music Adaptive and Generative Music
Audio Middleware Game Engines and 3D Middleware
Appendix E. Composer Biographies
Index
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