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Adaptive Soundtracks in Games

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Game Maker's Toolkit9:24Open on YouTube
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The bottom line

Adaptive soundtracks can shape a game's character, guide the player and give feedback, not just get louder in fights. Because a soundtrack is artificial anyway, game makers are free to experiment with it.

Key takeaways

  • Most games only crossfade their music between calm and tense. 0:07
    • The music drops back to calm when the last enemy in a room dies.
    • A few go further, like Red Dead Redemption's interweaving stems, Dead Space's chopped-up orchestral score and the layers in Chaos Theory.
  • Nintendo reshapes one tune with instruments and layers as you move. 1:00
    • On the New Super Mario Bros. U map, each world keeps the same melody and the instruments switch between screens.
    • In Spirit Tracks, more instruments join the song as you climb the Spirit Tower staircase.
    • Most of these have no effect on gameplay. They add character and make Zelda feel epic and Mario feel playful.
  • Simple trip wires can make music feel like a live orchestra playing along. 4:05
    • Mount Wario in Mario Kart 8 has four songs that crossfade as you cross invisible lines on the track.
    • It works the same at any speed, and Monkey Island 2's iMUSE did similar room-to-room transitions.
  • Audio can also tell players how they are doing. 7:01
    • In Portal 2, lasers hitting sensors add parts to the song, so you hear if you are on the right path or have undone your progress.
    • In LA Noire, the music fades out when you leave the crime scene, so you know no more clues are there.
  • Game makers should experiment more, since a soundtrack is never realistic anyway. 8:35
    • One idea is to give each enemy an instrument in the fight music, fading out each time you kill one.

The thing about a soundtrack is that it's inherently artificial. I mean, if you went to a tropical island and starting murdering dudes, you wouldn't hear a crazy war drum soundtrack booming from the sky.

Mark Brown

Chapter summaries

0:02 Most dynamic music is a simple swap

Reactive game music usually just switches mood, and the interesting uses go further.

  • Dynamic soundtracks usually only follow the fight 0:02
    • The music tracks what is on screen.
    • Better uses give feedback or change the atmosphere with small tweaks.
    • Chaos Theory's score is by Amon Tobin, and its layers weave together as you are spotted.
    • The goal is games that feel more dynamic, not just louder in combat.

1:00 Nintendo changes the arrangement, not the tune

Nintendo keeps the melody and changes its arrangement

Nintendo keeps one melody and bends its instruments, tempo and pitch to what the player does.

  • Place changes the instruments 1:28
    • In Skyward Sword's Skyloft shops, the tone shifts from store to store.
    • In Sky View Temple, new elements join as you enter rooms.
    • The song itself stays the same throughout the dungeon.
    • The shifts are seamless, with no audible cut.
  • Speed changes the music 2:09
    • Spirit Tracks' train music changes as you speed up.
    • A Mario Galaxy rolling-ball level shifts tempo as you speed up and slow down.
    • The Spirit Tower staircase grows taller as you progress, so the build-up feels bigger.
  • Small musical touches add playfulness 3:05
    • Galaxy's collectable notes play a song as you grab them.
    • Bongos join when Mario mounts Yoshi.
    • Mario 64's endless staircase uses an illusion where the pitch always rises.
    • Luigi hums or whistles over the Luigi's Mansion score depending on danger.
    • In New Super Mario Bros., enemies dance to the music.

4:05 Mount Wario fakes a live orchestra

Invisible trip wires switch Mount Wario's four songs
Four songs crossfade at fixed points, so the score seems live at any speed.

Each stretch of the track gets its own song, so the music seems to follow you.

  • Each section of the course has its own tune 4:08
    • One song plays as you first descend the mountain.
    • Another plays when you enter the cave.
    • A frantic violin song plays while you dodge the trees.
    • The effect is that a live orchestra is playing along to your every move.

4:42 Songs that fade from place to place

Music that fades smoothly between areas makes a game world feel like one continuous show.

  • Smooth fades between places started with Monkey Island 2 and carried on at Rare. 5:16
    • In the Woodtick area, each room moves the song into a different theme.
    • Waking the sleepy pirates adds an accordion to the mix.
    • LucasArts built this with a system called iMUSE, used for drama, jokes and exploration.
    • It was inspired by Disneyland rides, which fade naturally from one soundtrack to the next.
    • Banjo Kazooie fades its music from area to area and changes tone when you dive underwater.

6:41 Sound as feedback

Music changes can tell players how they're doing
Portal 2Wipeout HDLA Noire
TriggerActivating puzzle partsShield turned onLeaving crime scene
Music changeParts sing outLowpass filterScore fades out
Tells playerYou're on trackYou're cocoonedNo more clues here
Audio is an often forgotten channel for positive and negative feedback.

Changes in the music can tell players how they are doing and reinforce what they are doing.

  • Portal 2 uses music effects and puzzle sounds to respond to the player. 6:41
    • The music gets effects when you jump on blue gel and run on orange gel.
    • In some test chambers, each puzzle part sings out as you activate it.
    • Auditorium does something similar and may have inspired it.
    • Audio is an often forgotten source of positive and negative feedback during puzzles.
  • Small changes in the song can reinforce what the player is doing. 8:02
    • Luftrausers changes its instrumentation with the parts on your ship.
    • Wipeout HD puts a lowpass filter on the music while your shield is up.
    • The Luftrausers change reinforces the sense of customisation.
    • The Wipeout filter amplifies the feeling of being in a cocoon.

8:35 Room to experiment

Interactive audio is something only games can do, so makers should try it in new ways.

  • Adaptive audio is exclusive to games, so it is worth exploring further. 9:05
    • Experimenting with audio need not cost the authenticity of a game.
    • Soundtracks can do more than get noisier during fights.
    • Mark Brown says he is not a composer and offers the enemy-instrument idea only as a sketch.
    • He hopes more makers try contextual soundtracks in upcoming games.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Adaptive soundtracks can do far more than crossfade from calm to combat: they can give feedback, shape a world's character, and make a place feel alive. Mario Kart 8's Mount Wario, which uses four tracks stitched together by invisible trip wires, is the clearest example of how simple the trick can be.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript84 lines
0:02

Most video games these days have some kind of dynamic soundtrack, where the music reacts to what's happening on screen. Think of the way that music crossfades from calm to tense when you enter a battle... then drops back down to calm when you kill the final enemy in a room. For most games, that's about as good as you're gonna get. You might get something a little bit more nuanced like Red Dead Redemption's interweaving stems, or the chopped up orchestral score of Dead Space, or the way that different layers of Amon Tobin's Chaos Theory score weaves into one another as you get spotted and then enter combat.

0:43

But I want to talk about some of the more inventive ways that game makers have used interactive audio to make games feel even more dynamic and let games provide feedback, or create a different atmosphere just by subtly tweaking the soundtrack. Nintendo is obsessed with this stuff, especially in the Mario and Zelda games. Check out this map screen from New Super Mario Bros U, where the music in each world uses the same melody but the game seamlessly switches the instruments as you move between screens.

1:28

Nintendo did the same thing in Skyward Sword. In the shop on Skyloft, the music shifts tone as you move from store to store.

1:50

And in certain dungeons, like Sky View Temple, the music is the same throughout but different elements are added as you enter different rooms.

2:09

DS game Spirit Tracks has lots of good examples. Listen to how the train section music dynamically changes as you speed up.

2:33

And in the Spirit Tower, more instruments are added to the song as you ascend this central staircase - which gets taller and taller as you complete the game - giving you a truly epic feel when you reach the final floor towards the end of your adventure.

3:05

There are loads of good examples in the Super Mario Galaxy games, like these collectable notes that play a song as you pick them up... And this ball rolling level where the tempo of the soundtrack shifts as you speed up and slow down. In other Mario games, you have the bongos that enter the mix when Mario jumps on Yoshi… Super Mario 64's clever auditory illusion where the pitch is always rising as you run up Bowser's endless staircase… Or Luigi humming… Or whistling… Over the Luigi's Mansion soundtrack depending on the level of danger. Or the Mickey Mousing in the New Super Mario Bros games, where the enemies dance to the music.

4:05

Oh, and have you ever noticed how the music on Mount Wario in Mario Kart 8 just feels so perfect, like a live orchestra is playing along to your every move? That's actually a super simple trick - the race has four different soundtracks that cross fade into one another as you cross invisible trip wires on the track. So you've got this song when you're first descending down the mountain… This song when you enter the cave… This crazy violin song when you're avoiding the trees… And this, when head towards the finish line… Which all results in something wonderfully cinematic, and it works perfectly no matter how fast or slow you go. That's the magic of an adaptive score and Nintendo uses them well. Pretty much all of these examples have no real effect on gameplay but they add character and texture to the world. They often make Zelda games feel more epic, and they make Mario games feel more playful and toylike.

5:16

It's not just Nintendo, of course. Adaptive soundtracks like this been around since Monkey Island 2 when LucasArts used something called iMUSE to seamlessly transition between songs for drama, jokes, and exploration. It's most evident in the area Woodtick where entering different rooms causes the song to transition into different themes.

6:01

And when you wake up these sleepy pirates, an accordion is added to the mix. Like all of Monkey Island, it was inspired by Disneyland rides. The ones that fade naturally from one soundtrack to the next. Nintendo's old pal Rare did this a lot, too. Banjo Kazooie, for example, has music that fades from area to area… Or changes tone when you dive underwater. A more recent example is Portal 2. Not only does it apply nifty effects to the music when you jump on the blue gel… And run on the orange gel… But in some test chambers the different puzzle bits sing out as you activate them. Watch how directing lasers into these sensors produces a new soundtrack.

7:25

It's not just a nice auditory gimmick, but it tells you that you're on the right path and if you mess up your current progress, you'll know because you'll hear it. It might have been inspired by Auditorium which does something pretty similar…

7:52

But all goes to show how audio is an often forgotten way of providing negative and positive feedback, during the puzzle solving process of a game. I also like how Luftrausers changes the instrumentation of its song depending on the elements your ship to reinforce the sense of customisation... The way Wipeout HD applies a lowpass filter to the background music while your craft is using a shield to amplify the effect of being in a cocoon...

8:22

And the way LA Noire's soundtrack fades out when you wander outside the crime scene, to let you know that you're not gonna find any more clues. The thing about a soundtrack is that it's inherently artificial. I mean, if you went to a tropical island and starting murdering dudes, you wouldn't hear a crazy war drum soundtrack booming from the sky. So game makers should be free to experiment with audio without sacrificing the authenticity of their murder simulators. And they can make adaptive soundtracks that are bit more inventive than just going a bit noisy during fights.

8:56

Perhaps in an action game, each enemy could represent one instrument in the fight scene soundtrack which fades out each time you kill an enemy. I don't know, I'm not a composer, but adaptive and interactive audio is something that is exclusive to games and that's exciting, so here's hoping more game makers experiment with using contextual soundtracks like this, in new, creative ways in upcoming games.