Abstract
Real-time soundtracks in games have always faced design restrictions due to technological limitations. The predominant solutions of hoarding prerecorded audio assets and then assigning a tweak or two each time their playback is triggered from game code leaves away the potential of real-time symbolic representation manipulation and DSP audio synthesis. In this paper, we take a first step towards a more robust, generic, and flexible approach to game audio and musical composition in the form of a generic middleware based on the Pure Data programming language. We describe here the middleware architecture and implementation and part of its validation via two game experiments.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
A recursive acronym.
- 2.
- 3.
- 4.
See Firelight’s FMOD Studio (www.fmod.org), Audiokinetic’s Wwise (www.audiokinetic.com/products/wwise), and Elias Software’s Elias (www.eliassoftware.com).
- 5.
- 6.
- 7.
References
Bonneel, N., Drettakis, G., Tsingos, N., Viaud-Delmon, I., James, D.: Fast modal sounds with scalable frequency-domain synthesis. ACM Trans. Graph. 27(3), 24:1–24:9 (2008). doi:10.1145/1360612.1360623
Collins, K.: Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. The MIT Press, Cambridge (2008)
Farnell, A.: An introduction to procedural audio and its application in computer games (2007). http://cs.au.dk/~dsound/DigitalAudio.dir/Papers/proceduralAudio.pdf
Farnell, A.: Designing Sound. The MIT Press, Cambridge (2010)
Gregory, J.: Game Engine Architecture. A.K. Peters/CRC Press, Boca Raton (2014)
James, D.L., Barbič, J., Pai, D.K.: Precomputed acoustic transfer: output-sensitive, accurate sound generation for geometrically complex vibration sources. In: ACM SIGGRAPH 2006 Papers, pp. 987–995. SIGGRAPH 2006. ACM, New York (2006). doi:10.1145/1179352.1141983
Lago, N.P., Kon, F.: The quest for low latency. In: Proceedings of the International Computer Music Conference, pp. 33–36 (2004)
LucasArts: Method and apparatus for dynamically composing music and sound effects using a computer entertainment system. United States Patent 5315057 (1994)
Matos, E.: A Arte de Compor Música para o Cinema. Senac, Brasília (2014)
Meneguette, L.C.: Situações Sonoras e Jogos Digitais. Simpçõrio Brasileiro de Games, pp. 30–33 (2013)
Mizutani, W.K., Vicente, D., Kon, F.: Sound wanderer: an experimental game exploring real-time soundtrack with openda. In: Demonstration at the 12th International Symposium on Computer Music Multidisciplinary Research, São Paulo (2016)
Nystrom, R.: Game Programming Patterns. Genever Benning, Mahwah (2014)
Schell, J.: The Art of Game Design: A Book of Lenses, 2nd edn. A.K. Peters/CRC Press, Boca Raton (2014)
Scott, N.: Music to middleware: the growing challenges of the game music composer. In: Proceedings of the 2014 Conference on Interactive Entertainment, pp. 34:1–34:3. IE 2014. ACM, New York (2014). http://doi.acm.org/10.1145/2677758.2677792
Weiner, K., DiamondWare Ltd.: Interactive processing pipeline for digital audio. In: DeLoura, M. (ed.) Game Programming Gems II, pp. 529–538. Charles River Media, Revere (2001)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Mizutani, W.K., Kon, F. (2017). VORPAL: An Extensible and Flexible Middleware for Real-Time Soundtracks in Digital Games. In: Aramaki, M., Kronland-Martinet, R., Ystad, S. (eds) Bridging People and Sound. CMMR 2016. Lecture Notes in Computer Science(), vol 10525. Springer, Cham. https://doi.org/10.1007/978-3-319-67738-5_13
Download citation
DOI: https://doi.org/10.1007/978-3-319-67738-5_13
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-67737-8
Online ISBN: 978-3-319-67738-5
eBook Packages: Computer ScienceComputer Science (R0)