Dynamic Object Music Engine (DOME)

Whether due to hardware restrictions, budget constraints, or development time, one of the criticisms of handheld and wireless gaming is the highly repetitive nature of the musical accompaniment—an accompaniment that is also linear, and unresponsive to the user. In an age where a gamer might spend anywhere from 20 to 40+ hours playing a single game, the static and repetitive nature of the music can be bothersome to say the least.

Additionally, as handheld and wireless games become more sophisticated, they become less linear and scripted by design. Composing and implementing musical accompaniment for every possible scenario would be extremely costly and time consuming. Some would say it's an impossible task.

One solution to this problem is to utilize an adaptive system that employs a dynamic music engine.

How much better would the end-user experience be if instead of detached background music, the musical accompaniment was completely integrated with, and emotionally relevant to, what is actually happening in the game? This is an absolutely necessary component of compelling and immersive game play.

Our system has the following benefits. It provides...

  • Dynamic music: real-time musical response to user input and game action.
  • Non-repetitive music: potentially unlimited variation in musical score.
  • Many modes of variation: music can change with respect to game environment, character presence, user preferences, or anything else defined by the developer.
  • Transitions handled dynamically: transitions between themes or variations, including beginnings and endings are smooth and musical.
  • Widest-range of application: the system can work with any interactive application, or even non-interactive applications where non-repetitive music is desired.

Screencast Demo of a prototype for a web-based version of the DOME

How does it work?

Traditionally, a composer will compose one theme per game area or situation. This theme is commonly looped until a trigger tells the music to cease, or move onto the next theme.

Utilizing the DOME, the original (raw) theme data, as well as additional variable musical components, can be manipulated to adapt dynamically in real time and be sonified synchronously with game play.

This will also allow for seamless transitions between (for example) wandering and combat, or in a sports game, waiting for a pitch and hitting a home run. It will also allow for maximum emotional impact utilizing a single theme, and variations on the theme. Tension, sadness, happiness, victory, defeat, love, anger—the full range of musical moods and cinematic drama are capable of being generated by the technology utilizing the composer's original thematic content.

The end result is an enhanced end-user experience: in essence, each individual user will have a unique gaming experience whereby the musical accompaniment (score) is dynamically custom-composed for any particular gaming scenario.

Our DOME can deliver a more meaningful and interactive game experience through adaptive real-time music, that doesn't have to translate into a higher production cost, longer development time or higher hardware overhead.

See this blog post for more information.