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!

Monolake Interactive Music for Jet Lag: Installed Max/MSP Audio, Free MP3 Download

yetlag

Eno had Music for Airports. It’s fitting that Monolake would do Music for Jet Lag. Robert Henke writes about this month’s free download:

Since I also have been flying a lot recently, I named it after one of the most annoying side effects of modern transportation and mixed it in a way that reflects that dizzy feeling of being hyper active and totally asleep at the same time. ( "Last call for mister Robert Henke, flying to Berlin, please come to gate B 154 IMMEDIATELY or we will unload your luggage !!!!!!!!!" )

I am myself recovering from jetlag on the way to Portugal, so the timing is perfect. In a way, I have to say I sometimes oddly enjoy the disorienting feeling. I don’t think it’d be terribly addictive, but it’s a physical, profound reminder of traveling a great distance, something you could otherwise ignore in the age of absurdly-fast jet travel.

Grab the download here:

Free Downloads of the Month [yetlag, May 2009 – should be archived if you’re catching this late]

Installation details:

http://monolake.de/installations/lufthansa.html

The installation is fascinating in itself: a Max/MSP-powered, interactive sound score for a giant flight simulator, a model of the presence of jets, travel, and air traffic control. Robert did the sound; Christopher Bauder of white void was the concept and very elegant visual design. (See also Aaron Koblin’s striking Processing-based visual piece Flight Patterns, which seems to have embedded itself on a certain airborne digital zeitgeist. The United States becomes a feathery web of connections and flying traffic. You can imagine how this might continue to be mined in sound.)

As we work to keep our creative process flowing, I especially love the idea of focusing on a feeling to get a production started, as Monolake did here. So often, it’s too easy to get caught up in something technical or some very particular idea, then lose that in the process. By focusing on a feeling or deeper sentiment, it’s possible to remain connected to the ethos of what the track really means to us.

Of course, travel too much, and that may just wind up being … well, jet lag.

Meanwhile, as I listen to more music piped through airport terminals and even Metro stations, I wish Eno’s original idea had caught on.

GDC: Music, Games, Interactivity Pt. II, Plus Embarrassing Dance Footage

In the thrilling conclusion of our chat with Boing Boing’s Xeni Jardin, Matt Ganucheau and I explore deep thoughts about the roles of interactivity and adaptivity in music and game design — then attempt to dance in giants Katamari Damacy hats. (Note the use of the word attempt — those things were more than a bit tricky to move in. Hilarity ensues.)

Prior to leading a dance dance Revolución, we talk a bit about the ways in which game design relate to gesture in musical interface and how musical scores could become non-linear. The gesture issue really goes well beyond games to the fundamental question of how to relate to music physically — and, in a way, awkwardly-dancing musicians may be a fitting metaphor. Or parable. Or something or other.

We do it all for you.

I really did find this a fascinating way to promote discussion, so if you’ve got suggestions for future broadcasts, I’d love to hear them. You can even think of new silly things for us / guests to do.

See also, related:
Troels Folmann on the boiled waterphone-style instrument, sound design inspiration
Troels on “micro-scoring” adaptive music

For part the first:
GDC: Music, Video Games, and Interactivity – Chat with Boing Boing Video

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:

read more

AudioMulch 2.0 Revealed: Mac + Windows, The Next Patching Generation

AudioMulch isn’t just a sequel or a new episode. This is AudioMulch: The Next Generation. We have holodecks in this one.

That’s the claim of the developer, anyway, and looking at the features, I have to agree. AudioMulch has long been a cult favorite for people wanting to patch together unusual sonic tools and performance rigs. That puts it in a category with apps like Reaktor or Max/MSP, but unlike those tools, AudioMulch has a lot of stuff built for you already. Those buildings blocks also have an idiosyncratic personality of their own, but remain flexible enough that you can make them a comfortable part of your own setup.

Oh, yeah, and this formerly Windows-only app now works on the Mac. Mac users can even open 1.0 patches. (Check the screenshots; you may not really be aware or care which OS you’re on.)

New in version 2.0:

  • An all-new UI, built from the ground up, with drag-and-drop patching and faster MIDI control and parameter access
  • Gray is out; black is in.
  • Dockable windows stretch across multiple screens.
  • Up to 2X performance efficiency increase
  • Patchable MIDI routing, finally – so MIDI matches up with the power of audio in the first version
  • Metasurface, tempo, and transport can now be controlled by MIDI and automated
  • Complex time signature support, automated time signature changes, additive meters
  • Improved support for consumer multichannel audio (see note below)
  • Startup enabling of audio, MIDI, networking

I was curious about audio support. Here’s the answer:

I’ve made some changes to the DirectSound and WMME driver interfaces so they can output to surround outputs (ie on soundblaster etc), without needing ASIO4ALL or similar. No WaveRT at this stage. Previously the multichannel support in AudioMulch only worked well with ASIO or with some older WMME drivers for pro cards.

Of course, WaveRT support would be even better from what I can tell, though I don’t know how much (ahem) fun it is to develop that support.

The only bad news is that the cost has increased to US$189. But if you have 1.0, an upgrade is $89, and once you buy a license it’s portable across Windows and Mac. That’s especially nice; for me – as for a lot of us these days – the Mac is my backup to my Windows machine, and visa versa.

It’s funny, I always liked Audiomulch but could never quite get into it; I always felt there was a certain level of polish and functionality that wasn’t there. It looks like it might be there now.

We’ll have a closer look at this as it ships, which should happen very soon.

Availability: May 1, just in time to use AudioMulch to play your Kentucky Derby party

AudioMulch 2.0 Preliminary Information

Surprisingly-detailed AudioMulch Wikipedia page

Previously:
Gig Rigs: Girl Talk – PC, Plastic Wrap, and AudioMulch