Game Music Inspiration: Amon Tobin and Sony on Infamous

Wired has a great mini-documentary on the score for the videogame Infamous. It’s chock full of sound design ear candy, not only served by the chops of composer Amon Tobin but the team at Sony Music and Sony’s entertainment division, as well. Curiously, Jonathan Mayer, Music Manager at SCEA, says explicitly that he doesn’t want composers writing interactive music. He’d prefer to have them write a conventional score and then adapt it to the interactive engine. Now, of course, around these parts we like the idea of composers finding ways to write genuinely generative and interactive scores. But in this case, Mayer is acting as a kind of remix artist for the game realm, sampling Tobin’s compositions and reconceiving them in the game world. That kind of collaboration could be powerful.

Chuck Doug, SCEA music director, overstates things a bit by claiming this game has a unique aesthetic. The visuals are a burnt-out, post apocalyptic city – yeah, been there quite a few times. The music involves lots of ethnic percussion-y instruments and bowed metal and deep booming sounds. (Let me get this straight: we’ll hear a plucky stringy thing, then a bowedy metally thing, then there will be a big boom!) So, generally, not some radical new departure from game and motion soundtracks. But regardless of its novelty, I’d be an utter killjoy to complain: it sounds utterly gorgeous.

Previously:

I got to listen in on a lot of gems regarding sound design from composer Troels Folmann. He doesn’t just bow metal instruments – he boils them.

GDC: Boiling Waterphones and Other Sonic Inspirations from Composer Troels Folmann

And on the subject of getting composers to write interactively, Matt Ganucheau has been teaching that way:

Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!

Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!

Game Audio: Selected Student Works from Matt Ganucheau on Vimeo.

In the early days of game sound, musical soundtracks were all largely adaptive and interactive, fused with the sound effects of the game and the logic of gameplay. Scores were less Alfred Newman or John Williams, more Spike Jones. Today, game music has the potential to reinvent composition itself, to help us reimagine what makes a musical score as on-screen user action drives musical ideas. But with a few, notable exceptions, most modern titles have opted for big, Hollywood-style soundtracks – and the linear composition that goes with them, as though someone just took a film score CD and hit play.

It’s one thing to talk about that in theory. Better yet: give it a shot yourself. So why not teach game music as its own discipline?

Matt Ganucheau, a composer, sound designer, and interactive developer/artist, is teaching just that, working with students at Expression College in Emeryville, California. The accelerated course works with the elegant Unity game engine and a clone of the legendary Space Invaders arcade game, adding music built in Max/MSP. If Max seems an unlikely choice, its open source cousin Pure Data (Pd) is actually integrated with the game engine for Electronic Arts’ Spore, with music by Brian Eno working with EA’s Kent Jolly and contributor Aaron McLeran. So, this could be the wave of the future. The first problem: figuring out how to actually compose.

The results are astonishing, given that the students were just learning Max and had extremely limited amounts of time. I asked Matt to write up for CDM how the coursework evolved; he shares his process and what he learned as a teacher. We’re also working on open sourcing the coursework content and the patches, which we’ll soon provide both for Pd and Max/MSP. I’m doing some work on the game side so that you can play with game mechanics in Processing. Stay tuned for more on that.

We spoke a bit about this process – and interactive music in general – with Xeni Jardin and Boing Boing in their Game Developer Conference livecast a week ago Friday. Edited video of that coming soon.

Here’s Matt on the coursework itself:

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Interactive Audio Folks Converge at GDC: IASIG Meetup

Photo: Ben Hanbury, from a very cool BBC event. Sort of sums up game audio, this.

For one area in which forward-thinking digital music types are doing innovative work in game and interactive audio, look no further than the Interactive Audio SIG. They’re doing really interesting stuff in looking at how tools can support future interactive music. And if you are going to GDC, this is another one you’ll want to catch. It’s worth noting that the “interactive” in their title really is just that: this is about all forms of interactive music, not just games per se. Given what we’ve seen with generative music apps on desktops and mobiles alike over the past year, that really brings this point home. In fact, unconstrained by the harsh business realities of big-budget game development, individual composers and small teams experimenting with the future of music is really where I expect to see progress.

That doesn’t make the challenge any less for formats like IASIG’s iXMF interactive spec – if game developers are primarily interested in keeping their proprietary engines humming and focus on fairly non-interactive assets, iXMF may not really catch on. But then, I like a good challenge, and anyone who knows the game and interactive space knows that sometimes real innovation takes time.

Watch CDM for more coverage and even some tutorials on these topics all year long – think we’ve got some good stuff coming.

Brad Fuller of IASIG writes: “I didn’t see a mention of the IASIG on your blog. Maybe I missed it.”

Well, Brad, sometimes I just think things and forget to write about them, which admittedly makes it hard to read. So here’s what Brad sends along on the IASIG meeting:

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Weekend Inspiration: Coke Bottle as Tribal Percussion, and the Future of Adaptive Music

Troels Folmann is one of our favorite composers at CDM. The fact that he’s a game composer both incidental and essential — it’s not that he’s scoring a Tomb Raider title that matters, it’s that game composition requires a new, fluid way of thinking about form, and Dr. Folmann (he did a dissertation topic on the subject) is up to the challenge.

Digging through recent entries on Troels’ blog is definitely a source of weekend inspiration. I’m fond of found samples, but I tend to record sound making things around the house up close with a mobile recorder for a more intimate sound. Troels drags them over to a concert hall and uses the natural reverb to turn a candle light holder and Coke bottle into something that sounds like massive, tribal percussion. To keep himself disciplined, he limited himself to objects in a random photo. Here’s what it sounds like:

To add to the ambience, he uses the Timefreezer plug-in ($99 for Mac, Windows, Mac Intel, the lot). As the name implies, it “freezes” samples of sound as an effect or instrument. I’ve done some similar things as DIY patches, but it sounds like they’ve done a nice job of implementation.

This approach to sampling percussion with natural reverb, and making an art of the samples, is part of why they pay Troels the big bucks. Be sure to hear his percussion demo for more of the sounds. Little wonder that he blogs the meditation on autism that’s been making the YouTube rounds: sampling sounds requires an almost extrasensory focus on the world around us that we spend most of our time shutting out.

So there you have some fiddling with household objects. What about this “future of adaptive music” business?

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