generalmidi

MIDI Piano Roll Turned Into Platformer: Adventures of General MIDI

It turns Logic Pro into a game level editor. It makes a standard MIDI file into a terrain of platforms to explore. As you navigate, your footfalls on piano roll-visualized notes procedurally generate sound effects and music. And it turns General MIDI — and Super Midio, and my personal favorite, the SysExorcist — into heroes. It’s Adventures of General MIDI, a platformer made from MIDI files. And it’s the creation of Will Bedford, who quips that he fails miserably at his own game in the YouTube video and gives up at the end. Even more unlikely (arguably), it’s built in …

READ MORE →

A Quick Jam in Arcade Music Gaming, Making Synchronized Beats

So, electronic musicians and dance music makers just push buttons, huh? Actually… why not? There are certain parallels between the synchronized, quantized grids of computer music and video games. Rhythms, aesthetics, and even interface have evolved in tandem. Early games even hard-coded synthesizers and scores into the same circuitry that made the music, and each has made its impact on the other. Game designers keep toying with this concept in game design. I gave a talk on interactive music in gaming last week at Berlin’s A MAZE Indie Connect. But here’s one person at that same festival who did one …

READ MORE →

The Terror of Watermelons and Your Niece Screaming: Interactive Sonic Fear in Dead Space 3

Wilhelm wasn’t going to cut it for A-list game release Dead Space 3. Meet the young Amelia, instead, screaming. And behold the sheer horror that only a squishy watermelon can produce. I always knew fruit and toddlers were up to no good. Kill Screen, the indie game mag, collaborates with The Creators’ Project to go behind the scenes at developer Visceral Games to talk about the audio design and interactive sound system in Dead Space. Producer and editor Jamin Warren tells CDM it was his favorite of the series yet. In addition to examining sound design and field recording, the …

READ MORE →
badhotel

In Bad Hotel, Addictive iOS Game, Composing Music to Tapped Interactions [Behind the Scenes]

What if a game made you both player and remixer/composer? What if that music plugged into your gameplay brain just like the interactive elements? This week, we get another try at just that – and find out how the whole thing works behind the scenes, with free software you can use, too. If you’re like me, you’ve loved the soaring, gaslight-style music soundtrack, as it makes its sweep across a film, swelling at just the right moments. Or you’ve closed your eyes and enjoyed the frozen narrative of a great score or great record as it washes over you. But …

READ MORE →

Gameplay, With Your Ears: Meltdown Lets You Squash Monsters Using Binaural Sound

Meltdown – Gameplay from Varun Nair on Vimeo. Crack – that snapping wood might just be something about to eat you! There is likely some evolutionary need for human hearing to be good at localizing sound in space. Whatever the reason, human perception is exceptionally precise when it comes to working out the position from which a sound originates. Conventional stereo sound just doesn’t do much with it. Using binaural sound, by contrast, you can position sound more accurately. And then you can play a game with your ears instead of just your eyes. “Meltdown” applies that idea to gameplay, …

READ MORE →
iphones

How to Make a Music App for iOS, Free, with libpd: Exclusive Book Excerpt

What will you do with this blank slate? Photo (CC-BY) Yutaka Tsutano. Apple yesterday described their iPad as “this magical pane of glass that can become anything you want it to be.” So – how about making mobile devices into what you want it to be? With the help of author Peter Brinkmann and publisher O’Reilly, we’d like to give you a taste of Peter’s new book, Making Musical Apps: Real-time audio synthesis on Android and iOS. Imagining that a lot of you are especially curious about iOS, we’ll include the chapter on how to get started with development. It …

READ MORE →

FRACT, 3D Adventure Game Played with Synths and Sequencers: Myst Meets Music Making

FRACT is a curious combination of music studio and puzzle game, merging elements of games like Myst with the sorts of synths and pattern editors you’d expect somewhere like Ableton Live. You have to make sounds and melodies to solve puzzles; by the end of the game, say the creators, you’re even producing original music. The work of a small student team out of Montreal, FRACT looks like it has all the makings of an underground indie hit – at least for music nerds. As the creators describe it: FRACT is a first person adventure game for Windows & Mac …

READ MORE →
invisiball_ball_pos_2

InvisiBall: Play Tennis with Sound, Blindfolded – or Blind

Trust your ears. It seems a simple instruction, in the teaser video for this project by Stockholm-based producer/composer HÃ¥kan Libdo. But for those of us used to having vision, focusing in on one sense – even the sense on which we rely for music and sound – can be an extraordinary experience. If digital interface design has done anything, it has forced new ways of looking at design across senses, and not just in a weary repetition of “we always do it this way.” Playing tennis in InvisiBall becomes a new experience. Sonic cues along direct the ball from side …

READ MORE →
pugsipadhandson

Pugs Luv Beats Marries Music, Gaming on iOS: How it Was Made, How Free libpd Music Tool Helped

The iPad becomes a canvas for a game with an atypically-musical, interactive sound score. All images courtesy the developers. Photos by whatkristensaw. Truly generative musical scores in games have been few and far between, and “music games” has traditionally meant arcade-style rhythm games in which you repeat phrases or whole songs as accurately as possible. Pugs Luv Beats breaks those molds. Part of a vanguard of new gaming creations that generate dynamic music on the fly, it marries grid-based sequencing and resource-gathering gaming, as music making and gameplay blur together. The interactively-produced music could itself become a new way of …

READ MORE →

Music as Gameplay: Johann Sebastian Joust, Played With Only Sound and Gesture

Think back to playing a simply childhood game like Musical Chairs. The actual gameplay depends only on auditory clues – something you take for granted as a kid, but something apparently lost on game engineers who insist exclusively on advanced 3D rendering engines for visuals. And because you get your body involved, the game becomes dynamic. That musical cue isn’t just off in the background: in the dizzying run around the chairs, the soundtrack can become the singular focus of your brain, an urgent score to the — DIVE, got the chair! As the scene around game experimentation grows richer, …

READ MORE →