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 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
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
| Portal 2 | Wipeout HD | LA Noire | |
|---|---|---|---|
| Trigger | Activating puzzle parts | Shield turned on | Leaving crime scene |
| Music change | Parts sing out | Lowpass filter | Score fades out |
| Tells player | You're on track | You're cocooned | No more clues here |
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.
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