
A report by Alexander Brandon (pictured
above: Frequency)
Some
of us might say that video game music is finally coming into its own; EMI and
other major record labels are starting to jockey to place their hot artists into
the soundtracks of the best selling titles, or use their music in cross
promotional deals. The movie composer Harry Gregson Williams scored the recent
release “Metal Gear Solid 2: Sons of Liberty” (who we’ll be talking to
later here in the IA-SIG website). Some of us may
venture the opinion that video game music has finally found its voice, as
journalists are comparing some of the latest soundtracks to movie and TV show
quality. From the perspective of the public at large, video game music is
certainly no longer necessarily hearable only as part of a game, but ‘good
quality, well done’ music unto itself. More and more people who before would
scoff at the (approximately) 4 voice synthesized (or less) sound of such games
as “Elevator Action”, “Mario Bros.”, and the thousands of others that
graced the 1980s are now buying game soundtracks by the millions (the “Final
Fantasy” game series by Squaresoft, which now uses a full orchestra, sold over
half a million copies of its soundtrack in Japan for its latest installment
alone). They’re even reading the monthly new section in Entertainment Weekly
“EWInternet” which contains at least 10 pages devoted to video games and, of
course, the sound as well is written about.
Despite
this new and growing worldwide popularity for video game music, something in the
back of every game composer’s mind is a lurking question: “how can I make my
music unique?” Game music can easily mimic the theater and TV. We all know the
green producer who comes to us with the dreaded request “make my game sound
like John Williams!” Well, who can blame them? It’s a benchmark to shoot
from. Those industries have been around for decades, and it isn’t as though
they’ll say “make my 3d immersive game sound like ‘Pac Man’!”
Nevertheless, where game music truly comes into its own is in its interactivity,
and I’m not just talking about whether the music switches depending on the
player’s situation or not.. we all know that old trick by now and we’ll
discuss it here in a moment. What do we really mean by “interactive music”?
In this article we’ll discuss this meaning and not only give some examples…
we’ll nail down some true definitions so that the uncertainty be removed from
the minds of our colleagues. For those out there just entering the industry, for
God’s sake read this. You can talk to a company and sound like an expert even
if you haven’t fully ‘immersed’ yourself in the biz yet… but make sure
you’re ready before you dive in. This is a pretty hefty read and a lot of
pretty cool information, no matter what your level of experience, is coming your
way. Grab a cup of coffee or a Jolt and sit back and enjoy the ride…
We’re
going to begin with a brief history of game audio, citing among the most popular
soundtracks. Note that my examples are in no way comprehensive, and I do
hope some in the audience will notify me of other notable examples (What?? He
didn’t include “Crysalis” as the best Nintendo soundtrack of all time? The
FOOL!). The game geeks among us who have been with game music since the
beginning will probably enjoy this trip down memory lane, but this might also be
interesting for someone who wishes to learn ‘from whence we came’. Thanks to
the magic of HTML, feel free to skip to any section of the article you’d like.
This
history is categorized into generations. Remember, my friends, that these are
approximations. Years before Nolan Bushnell (founder of Atari and creator of
“Pong”) tinkered in his garage there may have been someone else on Earth who
had already created game audio; I’ve talked to many a veteran among whose
favorite phrase is “That? <snort> I did that ten years ago”. Well, it
wasn’t in a national syndicated press release, so here’s your chance to let
the world know you really DID do it ten years before anyone else, buckos. Write
me and let me know the truth if its grossly misrepresented here.
For
an excellent short history of game audio, look at “A
Brief Timeline of Video Game Music” by Glenn McDonald. Also referenced
here is information gleaned from my interview with Atari’s Brad Fuller in the
3rd IA-SIG newsletter.
Generation One, 1970-1980
From
the mid 1970s to 1980 or so, video game music started as the most horrendous,
static filled movie soundtrack might have started in the 1920s. Simple
electrical components and transistors were used to create one or two sounds at a
time.
To
tweak the sound, you had to actually engineer these components by hand. It is
uncertain (by me, anyway, don’t count me as the expert in this era, I’d
hardly been born by 1974) just when the microprocessor ‘chip’ entered the
video game audio arena but it is fairly evident that by 1980 it was in fairly
widespread use. Most of us shudder at the thought of such primitive days, but it
was a tremendously exciting time for the engineers involved.

Before we get too far I want to make a distinction between ‘console’
systems and ‘arcade’ systems, and slapping my forehead before I forget,
PCs as well. They are all separate sets of technology unto themselves and
should be, in any comprehensive analysis or timeline, considered separately.
For the purposes of not making my readers sick and bored to tears though,
I’m going to lump them together. Just keep in mind during the years of video
game audio’s history, these three markets evolved at different paces.
Sometimes arcade audio held a triumphant upper hand to the poor quality of
home systems and sickening quality of PCs (such as the 1980s), but at times,
PCs can compete with the best of arcade and console audio (such as now,
believe it or not)… just something to think about as you read this history.
Example
games in this era are “Pong” of course and the other earliest arcade games:
“Gunfight” (Midway, 1975), “Amazing Maze” (Midway, 1976), the ever
present “Space Invaders” (Midway / Taito, 1978), “Galaxian” (Midway /
Namco, 1979), “Asteroids” (Atari, 1980), and of course the #1 on the
Billboard charts, “Pac Man” (Midway / Namco, 1980). Keep in mind that the
United States and Japan released blockbuster hits right around the same time
period. If you want to play these
games I’d suggest you get MAME (the best arcade emulator for your home
computer that’s available), but if you don’t contact the original game
companies and buy the ROM chip of the title you play on MAME, that’s illegal.
As an alternative, head to Cedar Point Amusement Park in Ohio.. they have one of
the largest operating collection of vintage arcade games I’ve ever seen.
Yes
indeed, by this time its obvious that Midway (who recently released a remake of
their classic “Spy Hunter”) and Namco are damned old companies. A round of
applause to them and the other dinosaur companies that are still around and
still going strong, and a moment of silence for the (as of this writing)
recently deceased “SNK”, whose first title was “Ozma Wars” in 1979. As
they produced dozens of the best titles they’ll be sorely missed.
Generation Two, 1980-1990
Video
game music grew by leaps and bounds in this period, as did games in general in
all aspects of their technology. Vector graphics began, using lines to draw
objects instead of the blocky pixels, moving cockpits were used in various
titles (Sega’s “Afterburner II”, for instance), and audio turned into
full-fledged chip processing.
Some of the best artwork ever
seen drawn digitally was done for games during this period, before 3d rendering
began. The home market exploded as well. Not only did Atari flourish and then
flounder, but in Christmas of 1986 the Nintendo Entertainment System was
released, and thanks to its new technology and outstanding games, outsold
anyone’s wildest expectations. Since this is Brad Fuller’s domain, check out
his description of Atari audio and FM sound in Issue 3 of the IA-SIG newsletter
to learn just what horrors the game audio folks still had to endure for arcade
machines. They still did tremendously catchy pieces for the most part. The best
pieces of this age still stack up compositionally to the best popular tunes of
the age. ‘Tis sad that they only had the weak voice of FM synthesis to sing
with, but look at some of the accomplishments…
This
description of interactivity comes from Brian Schmidt, head of the audio
department at Microsoft’s “Xbox” division, about his title “Black Knight
2000"):
“From the time you
press start until the games over, the beat continues.
Music always changes at
a musical boundary (beat, measure, 1/2 measure, etc)
Some sound fx (the pop
bumpers on the upper playfield) are timed to 1/16th notes
when you lock a ball, the sound is on a beat
boundary. Also the key of the sound effect matches the underlying chord of
whatever the background music is playing...if you have the glass off, try
locking the ball when you know the chord's about to change, and you'll hear the
sound effect transpose in mid-stream. graphics (lights, flashes, visual display) are
all very, very tightly synchronized with the music.
A further trick...the
vocal singing (the 'aaah's in particular)...Memory was REALLY tight. The main
song is in E minor. I recorded a vocal "aaah" of an Emin chord.
I use that same sample as Emin chord, CMaj 7 Chord and Bsus, so it sounds
like there’s a lot more singing samples than I actually have. (listen to
the part in the main music where after the "...beat the black Knight!"
is sung...chords go Em, CMaj7..Bsus...B7...EMin.)
Each mode has it's own
music...main play...one ball left for mball...mball...jackpot...ball in shooter
(waiting to plunge)...they are all harmonically related, move from one to the
other seamlessly. Also, as the music progresses, if you go to another mode
(say a timed mode), when the mode's over, it doesn't always go back to the
beginning of the 1st piece. It might pick up in the middle.”
Example
games in this era were “Wizard of Wor” (Midway, 1980.. notable because it
was among the first, among Stern’s “Berzerk”, that used voice synthesis to
mimic speech.. “Vanguard” by SNK did this too but it wasn’t released until
1981), “Legend of Kage” (Taito, 1984.. notable because it was among the
first video games to use far more accurate synthesis of real instruments,
primitively reproduced though they were, in its soundtrack.. give it a listen,
its quite impressive for the time), “Lifeforce” (Konami, 1986… not only
did this game use samples in its soundtrack but it used recordings of voice..
other games that did this were “Kid Niki: Radical Ninja” by Irem / Data
East, among others), “Afterburner” (Sega, 1987… used distorted guitar
samples to score a very impressive soundtrack), and “Skull and Crossbones”
(Atari, 1989… quote from musicians Brad Fuller and Don Diekneite: “The music becomes
more intense when boss guy appears, more triumphant as his health goes down,
more dire as your health goes down.”)
During
this time the Atari 2600 and Colecovision home game systems were sweeping the
world. The Colecovision in particular featured a Texas Instruments chip that
enabled 3 tone channels and one noise channel, and while not up to the standards
of the coin operated (coin-ops as they were known in those days) Gyruss class
machines, it preceded only by about two years the next wave of technology,
spearheaded at home by the Nintendo Entertainment System (released in February
1986 in the US), with its 2A03 integrated processor that had 2 square wave
(that’s a kind of synthesizer for the boys and girls out there), a triangle
wave, a noise, and sample generators, totaling five in all. Dozens of excellent
soundtracks emerged that were so catchy they have been remixed by full live
orchestras, among them the infamous theme to “Super Mario Bros.” By Koji
Kondo and “Metroid” by Hirokazu “Hip” Tanaka.
Generation
Three, 1990-present

As 1990 came round, several events marked this decade that
turned games from a multimillion dollar industry to a multibillion dollar
industry in a matter of a few years. This was because of changes in technology,
and even more importantly, radical changes in game design itself. The first
major coup was the release of “Wolfenstein 3D” and subsequently, “Doom”
by Id Software. Because of the advanced technology giving legendary programmer
John Carmack the power to render worlds in three dimensions instead of two,
people found themselves losing thousands of jobs due to the addiction formed
from this new sense of virtual reality (in fact, many games were doing 3d, but
none with the use of bitmaps the way Wolfenstein 3D did… only solid colored
polygons were used, and even mediocre realism was difficult to achieve with that
limitation). But game music and sound was making minor leaps of its own. For the
first time at home with the Commodore Amiga PC, in the living room with the Sega
Genesis and Super Nintendo, and in the arcades as well, games could play back
pre recorded sound from any source without much hassle. Games certainly had
accomplished this before, but in bits and pieces. The 4 channel Zorro chipset on
the Amiga leapfrogged the first IBM PC based “Ad-Lib” soundcards (released
in 1987), which had more channels, but only used sub-standard Yamaha OPL
chipsets to synthesize sound whereas Amigas could use PCM based samples in the
newly developed .MOD format to mimic 80s hits such as “Axel-F” and
“Rockit” with frightening precision, With the introduction of Creative
Labs’ “SoundBlaster 2.0”, IBMs could play digitized sounds as well. Game
music, which before had underground and closet fans in the thousands, was rising
steadily into the hundreds of thousands. The music was growing with the
technology and evolving with just as much stride. More from Brad Fuller and Don
Diekneite on “Gauntlet: Dark Legacy”.
All the music is streamed, but
we were able to still make it somewhat interactive).
Haunted
House Level - Organ music fades in/out depending on how close you are to the
organ - it was
written to go with the existing music bed regardless of
when in the music you happen to go near the organ.
Maze of
illusion - music changes when playfield changes.
Carnival
of the lost - music changes as you pass through various sections of the
playfield.
Adaptive Audio… what is it?
Some
people call it “interactive audio”, but for the purposes of this article
we’re talking about a segment of this broad field. Audio that isn’t just
interactive, but adaptive. What’s the difference?
Thomas
Dolby Robertson, who runs the company Beatnik, and who released several pop hits
in the 1980s such as “She Blinded Me With Science” (he’ll never live that
one down, but check out his “Retrospectacle” for other hits and lesser known
gems such as “Budapest By Blimp”, for those of us that can tear our eyes
away from MTV for more than ten seconds), said it best when he put it like this:
“Adaptive
audio systems provide a heightened user experience through a dynamic audio
soundtrack which adapts to a variety of emotional and dramatic states resulting,
perhaps, from choices the user makes.”
What does this
mean to the pro as well as the layman? Interactive audio is audio that happens
when a user does pretty much anything with any kind of device, whether it be
click a mouse or hit a key. Adaptive audio refers to something that happens most
often in video games (at times in websites as well) when the user goes through
more than just simple interactivity.
Mr.
Robertson said this around 1994, and in the nearly eight years that have elapsed
since then audio in video games has taken some very dramatic steps. In this
section of the article we’ll identify how adaptive audio has progressed, and
most importantly, just how effective it can be.
The
simplest form of adaptive audio (AA… not to be confused with the group that
uses bumper stickers that say “Easy Does It”) is found in such titles as the
original arcade games. Its an easy concept to get your head around…music and
sound effects would match things players did. Since sound effects are designed,
for the most part, to be as closely related to actions as possible to maintain
continuity, the adaptive aspect of them is instantly recognizable, but not
necessarily a new concept. The explosions of “Asteroids”, the gobbling of
“Pac Man”, and the heavy thud as Donkey Kong hits the girders all correspond
best to the actions onscreen using whatever technology is available to reproduce
them.
The
next step therefore in adaptive audio is to explore music. Music in its purest
form can be incidental or absolute. That is, like sound effects in that it
corresponds to what is seen (incidental), or exists independently (absolute).
The magic of music is that both of these techniques can work, in live music just
as much as games.
Early
examples of adaptive incidental music are seen in such games as “Vanguard” (SNK),
when the player flies through a fuel ‘depot’ (a lovely little pixellated
flashing tunnel with the word “FUEL” written above), the music changes from
the main theme which begins the level (derived from Paramount’s “Star Trek:
The Motion Picture”, music by Jerry Goldsmith) into a triumphant theme
(derived from Thorn/EMI’s picture “Flash Gordon”, music by “Queen”)
that lasts for as long as the player is invincible… around 15 seconds, during
which the player can fly through anything and destroy it.
Even
in “Pac Man” (Namco), there is use of a soundtrack that kicks in when the
little muncher reaches an energizer and eats it, indicating that they, again,
are invincible and can munch anything that stands in their way.
This
technique of switching a single background soundtrack was employed by roughly
90% of games that used AA at all. Since games themselves were in their infancy,
no one really thought to employ very advanced audio techniques and no one really
could with the limited technology. Concentration was on adding audio, period.
Various
games in the 1980s used AA in increasingly new ways, but on a very small scale.
The all knowing (ha ha) author has heard tales of brilliant interactive concepts
in Commodore 64 titles as well as other systems, but few, and so help me if you
don’t inform ME of them, they’ll still remain shrouded in cult fantasy, so
write me! It was not, however, until the early to mid 1990s that AA really
started to take root and grow. The switching of a single background soundtrack
was all that was used until such games as “Fade to Black”, by Delphine
Software, “Ultima Underworld” by Origin Systems, and “System Shock”, by
Looking Glass, actually switched the game’s music in response to events using
different techniques such as fading and mixing.
For
the purposes of this article, we’re going to use a few select games that have
used AA in some obvious way, examine how it is used, and most importantly, try
to reason where the value of it lies. For years, professionals such as myself
have tried to academically catalogue interactive techniques and lump them into
various terminologies. This method is proving ineffective, and I’m only just
now realizing why… while it might
be useful in future to label techniques used for interactivity such as
‘transition’ and ‘sequence’, people who create adaptive scores do so
individually to create a unique experience on each new game.
Console:

http://www.scea.com/games/categories/stratpuzzle/parappa/index2.html
For those who
haven’t played “Parappa the Rapper”, it was, and still is a groundbreaking
title. While other titles may have done the same thing in the past, Parappa and
its successor, “Um Jammer Lammy”, based the entire design of the game on the
musical score. As such, “adaptive audio” took command of design, and as such
wins this title the top of the list for such an achievement. Check out my
interview with the game’s creator, Masaya Matsuura.
Players listen to
music and then tap their Playstation controller buttons to match the lyrics of a
song as they are being played (the button presses scroll across the screen so
the player has a visual cue). Doing so makes their character ‘rap’. The goal
is to make your character rap as close to the beat as possible. If you do so,
you get bonuses and higher points. If you fall behind or miss the beats
entirely, you lose points.
The popularity of
this game was huge. While I wasn’t able to find sound clips, check out the
link above.. it explains gameplay with some poor quality streamed audio to at
least give you an idea of the happy go lucky goofy soundtrack.
Its important to note that other titles have used this technique too, from Samba De Amigo to the latest music based title, Frequency.

Racing games are
prime candidates for adaptive audio. About as linear a design as you can get,
plus the design in general is extremely simple, with a lot of bells and whistles
that can be added on. Take SSX, the game that made EA yet again loads of money
because it remains the most popular snowboarding game out there (notice I
didn’t say SIM… it isn’t a simulation, but an emulation).
In the videos,
accessed through the link above, you will see how the soundtrack shifts when
someone does a trick, most notably, the more air you get, the more the volume
and low frequencies fade out until you land again, when a transition crash sound
is played and everything returns to full volume.

http://www.needforspeed.com/nfs3/
Again, a racing
title, but done long before SSX was released, this one by a long time IA-SIG
member Alistair Hirst. One of the first titles to use adaptive audio techniques
in this way was an Atari game with a soundtrack by Brad Fuller called “Road
Blasters”. It would automatically cue a piece as the player approached the
finish line, and would time a finish line piece to play perfectly in time (measurewise)
with the approach piece. Need for Speed 3 uses a custom sound engine called
“Pathfinder” to fade in and out tracks to a piece as various events took
place, such as a chase, or as you start to go off the road. This is an example
of adaptive audio used in very subtle ways, as many reviews didn’t notice how
interactive the soundtrack was, and neither did the author of this article! Such
techniques raise the question “if a soundtrack is interactive and the player
doesn’t notice that its interactive… does it make a difference?” I think
it does, but what’s a shame is that such a soundtrack doesn’t win awards,
press, or accolades the way a symphony orchestra does.

http://www.eidosinteractive.com/downloads/search.html?gmid=85
The soundtrack to
this, and the original, “Legacy of Kain: Soul Reaver”, were written by Kurt
Harland, one of the members of Information Society. The genius of this game’s
soundtrack lies again in its design.. the main character, Raziel, transfers
between the spirit world and the real world with a wave of his hands. As he
does, the world transforms from a bent and twisted vision in the spirit world to
the real world where objects abide by physical laws. The music follows suit…
in the spirit world the player is haunted by a warped version of the tracks
played in the real world. The site above has a demo… definitely check it out.
Examples
(PC)

Deus Ex, and Unreal
as well, used similar adaptive audio models. During a level there will be an
ambient piece played (anywhere from silence to a grooving techno track to a
sweeping symphonic score), and when an enemy approaches, an action sequence
begins. When the enemy is defeated, the music fades back into the ambient piece.
In Deus Ex, there were different tracks also for when the player dies, and when
the player encounters a person for a conversation. While it was open ended and
very much synced with events, such a model doesn’t always work (an enemy
behind you will trigger music before you’ve even seen them, for example).
Still, it was a great place for the author to get his feet wet. Check out the
link above for movies and a demo as well. The link below has the Liberty Island
main theme followed by the action track, followed by the conversation track,
rounding out with the death track.
Liberty
Island adaptive example

http://www.delphinesoft.com/ANGLAIS/ftb1.htm
Released two years
before “Unreal” and four years before “Deus Ex”, this title followed in
the footsteps of “Out Of This World” and “Flashback”, using brilliant
techniques in animation to wow audiences and put Delphine Software on the map.
For F2B, Delphine
used MIDI to achieve the same model used by so many subsequent titles… ambient
/ action / etc.. tracks, switching back and forth depending on various triggers
in a 3d environment. This, along with System Shock and Ultima: Underworld helped
pioneer mainstream use of adaptive audio in the 3d first person adventure genre.
Sure wish I could find some demos on this sucker, but if you want to check it
out, I believe its still sold in one or two places under the EA label’s
“classic” lineup.

http://www.gamesdomain.com/gdreview/zones/reviews/pc/dec/dig1.html
“The Dig” was
one of the most unique game soundtracks LucasArts ever released. While not as
popular, the game used the iMUSE system to achieve stunning interactive results.
This game was a
graphic adventure, with characters moving around on a static background screen
that changed when the characters exited. This style of game had been done since
the late 1980s but still appealed to a large audience because of the ease of
play and increasingly beautiful graphics. This title is no exception, but unlike
the previous “Monkey Island” titles which used soundcard based General MIDI
instruments primarily, “The Dig” used recorded stereo tracks and shifted
between them in the same way that the MIDI shifted in previous titles. The
results can be heard below, even though these are single pieces, trust me, they
faded together completely seamlessly.

http://www.origin.ea.com/other_worlds/shock.html
System Shock was,
after Ultima Underworld 1 and 2
, among the first titles to use adaptive audio to switch music tracks. The
example below gives you an idea of how it accomplished this. Unlike “Unreal”
and “Deus Ex”, it created very similar tracks along a single theme per
level, and each would be cued according to the measure the track was on
(switching wasn’t instantaneous). System Shock was one of the best games of
its day at using audio to truly envelop the player in a thick and sinister
atmosphere.
System
Shock Example
To finish up, let me say that these but few examples aren't necessarily the
pinnacle of adaptive audio technique. One can hardly claim such a distinction
for any title as adaptive audio is still a fledgling method, and not a very easy
one to pull off. Plenty of composers (who I envy) are very happy to write their
music, produce their sfx, and go their merry way. Indeed, most of my favorite
titles have no adaptive audio at all. However, these titles do set the stage to
demonstrate that a great many companies are taking adaptive audio seriously.
Seriously enough to schedule into the already hectic development cycles of top
game soundtracks.
So what conclusions can we draw? Certainly, the public isn't exactly clamoring for adaptive audio, but perhaps that's because there isn't much of it out there to clamor for. If we look at the increase of music based titles however, adaptive audio seems to be a good thing to keep your eye on, and if you didn't know all the games demoed above had adaptive audio and enjoyed them anyway, then the authors did a good job. Again, for all you out there who wish another title to be featured in a future article... write in, and happy AA hunting!