Dynamic soundtracking presents various practical and aesthetic challenges to composers working with games. This paper presents an implementation of a system addressing some of these challenges with an affectively-driven music generation algorithm based on a second order Markov-model. The system can respond in real-time to emotional trajectories derived from 2-dimensions of affect on the circumplex model (arousal and valence), which are mapped to five musical parameters. A transition matrix is employed to vary the generated output in continuous response to the affective state intended by the gameplay.
Authors:
Williams, Duncan; Kirke, Alexis; Eaton, Joel; Miranda, Eduardo; Daly, Ian; Hallowell, James; Roesch, Etienne; Hwang, Faustina ;Nasuto, Slawomir J.
Affiliations:
Plymouth University, Plymouth, UK; University of Reading, Reading, UK(See document for exact affiliation information.)
AES Conference:
56th International Conference: Audio for Games (February 2015)
Paper Number:
2-2
Publication Date:
February 11, 2015
Subject:
Generative Music Systems
Click to purchase paper as a non-member or you can login as an AES member to see more options.
No AES members have commented on this paper yet.
To be notified of new comments on this paper you can
subscribe to this RSS feed.
Forum users should login to see additional options.
If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.