GDC: Music, Video Games, and Interactivity – Chat with Boing Boing Video

Matt Ganucheau and I got to sit down with Xeni Jardin of Boing Boing Video during the Game Developer Conference to discuss some of the potential for interactive music in games. Matt is a composer, sound designer, and educator, talking about how he’s encouraging his own students to think about adaptive music in new ways, combining Max/MSP and a Space Invaders clone built in the Unity Game Engine. (See our story from earlier this week.)

I talk a little about my sense that new tools could expand the range of possibilities in game music. Right now, the two major game engines are the AudioKinetic Wwise and Firelight fmod engines, each of which do have potential of their own – and continue adding features for more interactive sound scores. Each got some significant, flashy new features announced at GDC. But I was especially impressed by the use of Pure Data (Pd) in a custom implementation inside the game Spore. That allowed the compositional team to produce a truly generative musical score (led by legendary composer Brian Eno, with EA’s Kent Jolly and composer Aaron McLeran). I hope we see more of that in the future. Starting of students doing it themselves (with Max in this case) is not a bad way to start.

Boing Boing has more video of us they’ll be posting soon – including the embarrassing but diverting footage of us dancing around in Katamari costumes.

I’m new to this speaking live thing, but hope you enjoy. My favorite part was getting questions going. Livecasting is something we’ll try here soon.

A big thanks to Xeni and the talented Boing Boing TV crew for inviting us on and running a great show! And thanks to those of you who came on the chat rooms to talk to us – actually a lot of terrific questions and comments we weren’t able to address.

Music in Video Games, a conversation with Peter Kirn and Matt Ganucheau [Boing Boing, with lots of download options for YouTube, MP4, iTunes, etc.]

The Generative iPhone-iPod Touch: RjDj Updates, Albums, Free Downloads

Dreaming of a future in which music, instead of just being rendered audio files, arrives in fully generative, interactive form? Albums might “listen” to the world around you, and listeners could record their own alternate versions of music and share with others.

RjDj, the generative mobile music platform for Apple devices, realizes that future right now, instead of at some nebulous time in the future. In addition to the iPhone, you can make use of a second-generation iPod to use it. (You’ll need a headset with a mic; I have one by Griffin I’m testing.) And the RjDj folks have a whole bevy of significant updates to share:

  • Free downloads (limited time): All three RjDj releases are available now for free. That includes the RjDj app itself (from which you can now grab and share releases), as well as RjDj Album (with a selection of generative/interactive/reactive releases) and the new RjDj shake.
  • Download “scenes”: From the beginning, we knew that RjDj was imagined as a platform for other people to release interactive music. Now you can download scenes for free or fee. (Paid scenes currently redirect to the browser, but with iPhone SDK 3.0, you’ll be able to buy right from the app.)
  • Share recordings: Because RjDj-generated music is controlled by the user and often records from the environment, the music may sound different each time. You can now share recordings with others from the device and the new social site.
  • RjDj.me community: The RjDj folks have built a little community where you can share your favorite scenes and upload recordings, and keep track of scenes coming out from other artists.

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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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Generative Music Interfaces of the Future – Look to Games?

I’m going to make this a minimalist post because I’ve said what I’ll say about Kodu, the one really cool part of Microsoft’s keynote yesterday, on Create Digital Motion. (Am I the only person who wishes Sparrow had just done the whole keynote?)

But have a look at the shot above. One of the complaints about generative and algorithmic music software (and music software in general) is that the interface has been so complex. Clearly, there are many other ways to design these interfaces, and in turn, to shape the way we use these to compose and perform music. Forget for a moment that games are “games,” and this this thing is “for kids,” and I think you’ll agree – there are lots of areas to explore, and lots of potential.

It doesn’t even require some futuristic music software. Imagine more complex rules in Ableton Live’s follow actions, made graphically.

Excuse me, I’m going to pick up some Tinker Toys to think about interactive design.

You Know, For Kids: Game Design, World Creation as Microsoft Research Previews Kodu [Create Digital Motion]

PS, I believe now more than ever that Music and Motion deserve separate sites, but have a look and I think you will find some overlap.

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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