Skip to main content

Towards an Emotion-Driven Adaptive System for Video Game Music

  • Conference paper
  • First Online:
Advances in Computer Entertainment Technology (ACE 2017)

Abstract

Perfectly adaptive music is a long dreamed goal for game audio designers. Although numerous systems have been developed in both academic and industrial contexts, currently there is no unified method for producing this type of content – not even an agreement on input variables, output variations or assessment criteria. Our research aims to create an audio system for video games that improves the experience by adapting environmental music to emotions associated with the ongoing narrative. This system combines short audio tracks of pre-designed music in real time, using player behavior and emerging feelings as main cues. In this paper, we identify some of the issues that dynamic music faces through the study of current adaptive and procedural techniques, and describe how our sound system architecture attempts to solve them. In the end, we claim that a sonification method like the proposed one could improve player engagement by adapting music to each game situation, driven by a solid focus on emotional storytelling.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 179.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 229.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    https://www.halowaypoint.com.

  2. 2.

    https://www.unrealengine.com/what-is-unreal-engine-4.

  3. 3.

    https://unity3d.com/es.

References

  1. Asutay, E., Västfjäll, D., Tajadura-Jiménez, A., Genell, A., Bergman, P., Kleiner, M.: Emoacoustics: a study of the psychoacoustical and psychological dimensions of emotional sound design. AES J. Audio Eng. Soc. 60(1–2), 21–28 (2012)

    Google Scholar 

  2. Ekman, I.: Psychologically motivated techniques for emotional sound in computer games. In: AudioMostly 2008, pp. 20–26 (2008)

    Google Scholar 

  3. Ekman, P.: An argument for basic emotions. Cogn. Emotion 6(3), 169–200 (1992)

    Article  Google Scholar 

  4. Yanagisawa, H., Murakami, T., Noguchi, S., Ohtomi, K., Hosaka, R.: Quantification method of diverse kansei quality for emotional design: application of product sound design. In: ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, pp. 461–470 (2007)

    Google Scholar 

  5. Jørgensen, K.: What are these grunts and growls over there? Computer game audio and player action. Ph.D. thesis (2007)

    Google Scholar 

  6. Strank, W.: The legacy of iMuse: interactive video game music in the 1990s. In: Moormann, P. (ed.) Music and Game: Perspectives on a Popular Alliance, pp. 81–91. Springer Fachmedien Wiesbaden, Wiesbaden (2013). https://doi.org/10.1007/978-3-531-18913-0_4

    Chapter  Google Scholar 

  7. Collins, K.: An introduction to procedural music in video games. Contemp. Music Rev. 28, 5–15 (2009)

    Article  Google Scholar 

  8. Jewell, M.O., Nixon, M.S., Prugel-Bennett, A.: CBS: a concept-based sequencer for soundtrack composition. In: Proceedings - 3rd International Conference on WEB Delivering of Music, WEDELMUSIC 2003, pp. 105–108 (2003)

    Google Scholar 

  9. Luhtala, M., Turunen, M., Hakulinen, J., Keskinen, T.: ‘AIE-studio’ - a pragmatist aesthetic approach for procedural sound design. In: Proceedings of the 8th Audio Mostly Conference, AM 2013, pp. 1–6 (2013)

    Google Scholar 

  10. Böttcher, N., Martínez, H.P., Serafin, S.: Procedural audio in computer games using motion controllers: an evaluation on the effect and perception. Int. J. Comput. Games Technol. 2013, article no. 6 (2013)

    Google Scholar 

  11. López Ibáñez, M., Álvarez, N., Peinado, F.: A study on an efficient spatialisation technique for near-field sound in video games. In: Proceedings of the 4th Congreso de la Sociedad Española para las Ciencias del Videojuego, Barcelona (2017)

    Google Scholar 

  12. Eladhari, M., Nieuwdorp, R., Fridenfalk, R.: The soundtrack of your mind: mind music - adaptive audio for game characters. In: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, New York, p. 54 (2006)

    Google Scholar 

  13. Livingstone, S., Brown, A.: Dynamic response: real-time adaptation for music emotion. In: Second Australasian Conference on Interactive Entertainment, Sydney, pp. 105–111. Creativity & Cognition Studios Press (2005)

    Google Scholar 

  14. Bennett, C.C., Šabanović, S.: Deriving minimal features for human-like facial expressions in robotic faces. Int. J. Social Robot. 6, 367–381 (2014)

    Article  Google Scholar 

  15. Bradley, M.M., Lang, P.J.: Measuring emotion: the Self-Assessment Manikin and the Semantic Differential. J. Behav. Ther. Exp. Psychiatry 25(1), 49–59 (1994)

    Article  Google Scholar 

Download references

Acknowledgements

This article was funded by the Complutense University of Madrid (grant CT27/16-CT28/16 for predoctoral research), in collaboration with Santander Bank and NIL research group.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Manuel López Ibáñez .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

López Ibáñez, M., Álvarez, N., Peinado, F. (2018). Towards an Emotion-Driven Adaptive System for Video Game Music. In: Cheok, A., Inami, M., Romão, T. (eds) Advances in Computer Entertainment Technology. ACE 2017. Lecture Notes in Computer Science(), vol 10714. Springer, Cham. https://doi.org/10.1007/978-3-319-76270-8_25

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-76270-8_25

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-76269-2

  • Online ISBN: 978-3-319-76270-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics