Music has been one of the most important factors for gamer immersion when it comes to music in gaming. Due to the nature of the player’s action being unpredictable, the adaptive music is created to react and change according to players’ actions dynamically. Despite its first appearance in the 80s, it is so effective that many game music composers in recent decades still make use of the system in their compositions. There are also studies exploring adaptive music in terms of composition techniques, technology and effectiveness, but most of them seem to have the premise that adaptive music is either diegetic or non-diegetic and with a rather clear boundary. This leads to the notion of the paper which is an attempt to take diegetic sound as a part of adaptive music. Although the current adaptive music system would be implemented into almost all sorts of games smoothly, there is still room for development. In the past, there have been multiple successful attempts to incorporate ambience or environmental sounds by action RPG (action role-playing game) composers. However, these diegetic elements that are fused into their compositions are mostly treated in the context of instruments exclusively and do not establish an authentic connection with players, objects or events. dynamically. This study aims to explore the possibilities of how diegetic sounds could be fused into adaptive music composition in a dynamic base that could be considered adaptive. In this study, a method will be established regarding this notion and an experimental composition will be composed with the usage of diegetic sound. Taking the diversity of game genres into account, this study will be focused on action RPGs.
|Qualification||Bachelor of Arts (Honours) and Bachelor of Education (Honours)|
|Publication status||Published - 2022|
- Honours Project (HP)
- Bachelor of Arts (Honours) in Creative Arts and Culture and Bachelor of Education (Honours) (Music) (Five-year Full-time)
- Programme code: A5B080
- Course code: MUS4330