I've been thinking a lot lately about how games have approached music and sound with regards to their interactive nature. I'm referring to so called Adaptive or Dynamic Music: musical scores and sound effects that change in tone, style, mood, etc. depending on cues and states in the game world. Some simple examples would be the switch to a higher tempo version of a track when approaching the time limit in a Super Mario game, the fade into and out of combat music in too many games to mention, or a change to a muffled, somewhat garbled version of a track on diving underwater.
The first game in which I truly noticed this effect was Super Mario Sunshine. In this clip, http://www.youtube.com/watch?v=ir1Z25IATDk the player starts out riding Yoshi. Notice the bongo (?) beat that plays. When the player hops off Yoshi, the bongos fade away, and when Mario gets back on Yoshi later, the bongos are layered back in. The change in immediately notifies the player that the game state has changed, and the specific 'flavour' of the new layer highlights Yoshi's character.
The game that uses this adaptive approach to music the best in my opinion would be Portal 2. In this video, you can see how using a jump pad adds cool, electronic noises to the backing music: http://www.youtube.com/watch?v=YFekhE70vEw
Now, Portal 2 is generally fairly subtle with the backing music, and it's mostly just ambient sounds. The jump pad beats highlight action moments. Other puzzle elements emit their own distinct sounds, as well, such as the light bridges.
For an example of the sound effect side of things, consider the most recent Zelda game: Skyward Sword. Your attacks emit the usual sounds when they connect or miss, whooshes and smacks you'd expect a sword to make. However, there's also a layered in musical note. If you watch this battle clip you'll see what I mean. http://www.youtube.com/watch?v=UtckgYN_T-Q
Each successive attack plays another musical note in a sequence. This is great, and really accentuates any attack combo in a musical way. If you listen to the mix though, there doesn't seem to be that much of a connection between the sequence of notes played for attacks and the background battle track, though I could be mistaken. If so, I'd call that a missed opportunity. If successful attacks played notes that blended seamlessly with the background track, I think the effect would be quite cool. Granted, that wouldn't be all that easy, considering the system would have to be able to choose a note matching the current key. You could experiment with things like a preset modality, or maybe something like a pre-baked timeline of dominant tones with the backing track, to do so.
I'm not really sure that I have a point beyond 'this stuff is cool, and only video games can really do it properly'. Surely there are lots and lots of things that can be done with dynamic audio to affect player mood and highlight things without having to rely only on visual cues. It seems to me that, unfortunately, the majority of commentary or criticism of video game audio tends to center around how realistic guns sound, or the way explosions distort other effects- valid and important points, sure. Anybody else have examples of games that have used this technique to great effect, or things you'd like to see done in the future?


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