Design and implementation of a non-linear symphonic soundtrack of a video game
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68407700%3A21230%2F17%3A00319258" target="_blank" >RIV/68407700:21230/17:00319258 - isvavai.cz</a>
Výsledek na webu
<a href="https://www.tandfonline.com/doi/abs/10.1080/13614568.2017.1416682" target="_blank" >https://www.tandfonline.com/doi/abs/10.1080/13614568.2017.1416682</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1080/13614568.2017.1416682" target="_blank" >10.1080/13614568.2017.1416682</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Design and implementation of a non-linear symphonic soundtrack of a video game
Popis výsledku v původním jazyce
The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.
Název v anglickém jazyce
Design and implementation of a non-linear symphonic soundtrack of a video game
Popis výsledku anglicky
The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2017
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
NEW REVIEW OF HYPERMEDIA AND MULTIMEDIA
ISSN
1361-4568
e-ISSN
1740-7842
Svazek periodika
23
Číslo periodika v rámci svazku
4
Stát vydavatele periodika
GB - Spojené království Velké Británie a Severního Irska
Počet stran výsledku
18
Strana od-do
229-246
Kód UT WoS článku
000423050800001
EID výsledku v databázi Scopus
2-s2.0-85041338948