UNIVERSITY of CALIFORNIA, IRVINE Advanced Dynamic Music

UNIVERSITY of CALIFORNIA, IRVINE Advanced Dynamic Music

UNIVERSITY OF CALIFORNIA, IRVINE Advanced Dynamic Music: Composing Algorithmic Music in Video Games as an Improvisatory Device for Players DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Integrated Composition, Improvisation, and Technology by Yihui Liu Dissertation Committee: Professor Mari Kimura, Chair Professor Christopher Dobrian Professor Vincent Olivieri Assistant Professor Theresa Jean Tanenbaum 2021 © 2021 Yihui Liu DEDICATION To my family and friends in recognition of their worth “But every time you hurt me, the less that I cry And every time you leave me, the quicker these tears dry And every time you walk out, the less I love you Baby, we don't stand a chance, it's sad but it's true I'm way too good at goodbyes” Lines from a song by Sam Smith called Too Good at Goodbyes (the remixed version by Snakehips). I have been listening to this song hundreds of times while I was writing this paper and it has become a musical inspiration to me in many ways. ii TABLE OF CONTENTS DEDICATION ..............................................................................................................................................................ii TABLE OF CONTENTS ........................................................................................................................................... iii LIST OF FIGURES ................................................................................................................................................... vii LIST OF TABLES.................................................................................................................................................... xiii LIST OF ACRONYMS ............................................................................................................................................ xiv ACKNOWLEDGEMENTS ....................................................................................................................................... xv VITA .......................................................................................................................................................................... xvi ABSTRACT ............................................................................................................................................................. xvii Chapter 1. Introduction to Game Music .......................................................................................................... 1 1.1. Purpose of This Dissertation ................................................................................................................................... 1 1.2. Style-diverse Game Music ......................................................................................................................................... 4 Chapter 2. Research and Literature on Game Music .................................................................................. 6 2.1. Characteristics of Game Music ................................................................................................................................ 6 2.2. Game Music Composition ..................................................................................................................................... 15 2.2.1. Techniques and Approaches ........................................................................................................................ 15 2.2.2. Methods of Theoretical Analysis ................................................................................................................ 16 2.3. Game Music VS. Film Music ................................................................................................................................... 18 2.4. Towards ADM .............................................................................................................................................................. 22 2.5. Motivation for Developing ADM .......................................................................................................................... 24 Chapter 3. Composing ADM - Do or Die: A Roll Playing Adventure ..................................................... 26 3.1. Structural Design ....................................................................................................................................................... 26 3.1.1. Introduction ........................................................................................................................................................ 26 3.1.2. Tools and Software........................................................................................................................................... 27 3.1.3. Game Triggers and Parameters .................................................................................................................. 29 3.1.4. The Musical Movements ................................................................................................................................ 30 3.1.5. Tempo Design ..................................................................................................................................................... 32 3.1.6. Meter Design ....................................................................................................................................................... 38 3.2. The Musical Assets: Instrumentation, Timbre, and Audio Samples .................................................... 40 3.2.1. The Title Scene ................................................................................................................................................... 40 3.2.2. The Gameplay Scene ........................................................................................................................................ 41 iii 3.2.3. The Gameover Scene ....................................................................................................................................... 47 3.3. Music Sequences and Sections ............................................................................................................................. 48 3.3.1. Title and Game Over Movements: Dynamic Loops and Static Loops ......................................... 48 3.3.2. The Backing Group in Gameplay ................................................................................................................. 52 3.3.3. Triggering Conditions and Transitions ................................................................................................... 56 3.4. Progressions, Phrases, and Patterns ................................................................................................................. 64 3.4.1. Harmonic Progression in the Title and Game Over Movements .................................................. 65 3.4.2. Phrases and Patterns in the Gameplay .................................................................................................... 66 3.4.3. Generative Patterns, Timer, and Probabilities ..................................................................................... 72 3.5. Real Time Signal Processing and Spatial Design .......................................................................................... 84 3.6. Summary of Project .................................................................................................................................................. 87 Chapter 4. Composing ADM - Mastery........................................................................................................... 89 4.1. Introduction ................................................................................................................................................................. 89 4.1.1. A Multi-movement Piece................................................................................................................................ 89 4.1.2. Collaboration ...................................................................................................................................................... 90 4.2. The Generative Counter Melodies - A Pitch Ranking System ................................................................. 91 4.2.1. The Beginning of the Journey ...................................................................................................................... 91 4.2.2. Algorithmic Rules for Harmonious Generation ................................................................................... 92 4.2.3. The Pitch Collections (PCs)........................................................................................................................... 95 4.2.4. Pitch and Voice-leading ............................................................................................................................... 101 4.2.5. Dynamic Instrumentation and Sequencing ........................................................................................ 108 4.2.6. Static Notes in Counter Melodies ............................................................................................................ 111 4.2.7. Dynamic Articulation on Pipa ................................................................................................................... 112 4.2.8. Programming the Generative Melodies ............................................................................................... 114 4.2.9. Mapping to Player Input

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