CA2725722A1 - Method and system for incorporating music into a video game using game parameters - Google Patents
Method and system for incorporating music into a video game using game parameters Download PDFInfo
- Publication number
- CA2725722A1 CA2725722A1 CA2725722A CA2725722A CA2725722A1 CA 2725722 A1 CA2725722 A1 CA 2725722A1 CA 2725722 A CA2725722 A CA 2725722A CA 2725722 A CA2725722 A CA 2725722A CA 2725722 A1 CA2725722 A1 CA 2725722A1
- Authority
- CA
- Canada
- Prior art keywords
- music
- game
- player
- songs
- parameters
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/63—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Theoretical Computer Science (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Information Retrieval, Db Structures And Fs Structures Therefor (AREA)
- Reverberation, Karaoke And Other Acoustics (AREA)
Abstract
The invention describes a method of incorporating a player's music selection into a video game using game parameters and affective analysis of the music. Affective properties of music are determined using music file meta-data and audio extraction techniques that compare musical elements to a database of musical traits, including but not exclusive to tempo, harmony, melodic contour, timbre and instrumentation. Players can recommend music for specific games or game events, or use recommendations of others, through a social network. Players can rank selections and share rankings over the social network. An algorithmic generative engine may make songs or sequences of songs to accompany player's music, assist in transitions, and add extra layers or time to selected music.
Description
METHOD AND SYSTEM FOR INCORPORATING MUSIC INTO A VIDEO GAME USING
GAME PARAMETERS
[0001 ] The current invention relates to a system that provides for interaction between a video game's in-game parameters and a player's music, including playback recommendation, composition, and associated social network.
GAME PARAMETERS
[0001 ] The current invention relates to a system that provides for interaction between a video game's in-game parameters and a player's music, including playback recommendation, composition, and associated social network.
[0002] Video game music has traditionally been viewed as highly repetitive and often disconnected from gameplay. In part as a response to the repetitive looping nature of game music, game composition has developed to be interactive to the player's movements and actions and adaptive to the game-play events. In real-time, compositions may adjust to the in-game parameters, as transitional sequences bring the music from section to section to reflect game events. Despite the attempts of composers to create dynamic scores and soundtracks for games today, many users still play the game for many hours on end, and the repetition of the music remains a distraction for some. One solution to this problem, personalizable music, became a part of game hardware systems around the time of the sixth generation of video game consoles (Xbox, GameCube, PlayStation 2). When Microsoft introduced their Xbox 360 console in 2005 they made it mandatory that all games produced for the Xbox 360 must allow for user-personalizable soundtracks. That is, the player must be allowed to plug in a CD, their iPod or another MP3 player, and the game music would be shut off and the player's music would play instead.
[0003] This external personalized music is incorporated into a game by playing it as "background music" rather than integrating it into the game. For game composers, this trend means a step backwards in terms of the idea of the music as a part of the entire gesamtkunstwerk (total work of art) of the game as well as integration with game-play parameters or events. While personalization might be a desired trait for the consumer, the designers of the game (along with the composer/s) must relinquish control over the musical soundtrack to the game, in particular, the affective properties of the game and the music's interactivity.
[0004] The present invention includes ways of improving the integration of player-selected music into a video game, in which the music is tied to in-game parameters and/or events (hereafter listed as parameters). A software engine reads a player's playlist and makes decisions about where to incorporate songs into the game based on parameters in the game.
[0005] Parameters include (but are not limited to): Number/action of non-playing characters;
Number/action of playing characters; Actions; Locations (place, time of day, etc.); Scripted or unscripted events; Player health or enemy health; Difficulty; Timing; Player properties (skills, endurance); Bonus objects; Movement (speed, direction, rhythm); "Camera"
angle.
Number/action of playing characters; Actions; Locations (place, time of day, etc.); Scripted or unscripted events; Player health or enemy health; Difficulty; Timing; Player properties (skills, endurance); Bonus objects; Movement (speed, direction, rhythm); "Camera"
angle.
[0006] Musical content for parameters is selected by the music engine based on keywords associated with those songs and the affective properties of the songs (as defined by file meta-data or audio extraction techniques tied to a database of affective properties of music/sound).
[0007] A player may input their own music collection from a music player, the internet, or streamed from a server, or choose to have songs recommended for them by the music engine or the affiliated social network.
[0008] If the player is choosing not to use selections from the social network, they may plug in an iPod or other music player, stream media from a music collection on the internet, or otherwise input music from a collection. Once the music is input, the player's collection is then scanned for metadata (e.g. ID3 tags) that have been already input into the database of the music engine system. Songs that have not already been input are scanned using audio extraction technology and suggested keywords are attached in metadata to the song. The metadata is then added to the database.
[0009] Based on parameter keywords, the player's collection is explored for matches. If there is more than one match, a random number generator selects a song from the list of matches. If no song occurs as a match, parameters can be attached to an algorithmic music generator system that creates music in real-time based on set parameters.
[00010] Parameters may be given priority numbers for playback. If more than one parameter occurs at the same time, priority is based on assigned priority numbers. A
music file is played when parameter occurs. When a new event occurs of higher priority or the song ends, a cross-fade is instigated or a segue is generated by the algorithmic engine and a new song occurs.
[00011 ] Players can use a social network to obtain recommendations of songs for particular games or game parameters. The network includes a ranking system for both the song and the person making the recommendation (the "DJ"). The player may then use songs from their own existing collection or purchase the recommended songs through an option to link to an online music store.
[00012] Players can also recommend songs either by their own choice or by what was chosen automatically from their playlist by the engine. Players can create playlists for entire games by attaching songs to most or all parameters, or recommend songs for a single parameter.
[00013] Players may compose their own music for the game or specific parameters, and these players become DJ-Composers with special status and a separate ranking system on the social network.
[00014] Based on player ratings of song selections (on the social network, on the player's private system, or both), the music engine can store information on preferred songs, in an artificially intelligent system that learns their preferences.
[00015] FIG 1. shows example structure for the overall process by which music can be incorporated into a game based on game parameters;
[00016] FIG 2. shows example structure for the overall process by which algorithmic generative software may be incorporated into the soundtrack engine;
[00017] FIG 3. shows how the process by which music can be tied to a recommendation and ranking system by social network.
[00018] FIG 4. shows the process by which the player may incorporate or compose their own music for the system, and then associate it with a social network.
[00020] The following description relates to embodiments of a music engine that is intended to:
incorporate player's music from a playlist, from a portable or non-portable music player, or streamed from the internet; have player-selected music affectively associated to game content;
be simple to use; have music tied to game parameters or events; be able prioritize parameters; be able to use audio extraction/retrieval techniques or audio meta-data to determine musical parameters; be tied to a social network that enables a ranking and recommendation system; be able to cross-fade between files or algorithmically generate sonic segues between files; be associated with a database of keyword tags for both events and musical content; be represented visually in a textual or graphic fashion; be associated with one or more online stores where players may purchase recommended titles; incorporate a database of existing analysed songs into the game; be directly written into the game code or exist in a software "wrapper" around a game;
may incorporate a music songwriting system that enables players to write their own music; may incorporate a system that allows players to input and share their own composed music; may learn the player's preferences to make intelligent predictions about preferences for future songs to be associated with events.
[00021 ] In the present embodiment, game parameters are assigned a parameter number by the game's developers or by the DJ wrapper. Parameter numbers are associated with keywords in the game and/or in a database in the music engine. Keywords in the database may be organized by musical properties (tempo, emotion, etc.) or by type of game event (e.g.
combat, enemy). Game parameter numbers and keywords are stored on the network, music engine software, or directly in the game. When a parameter-associated event occurs, the parameter number is sent to the music engine.
[00022] In this embodiment, players may rank the song selection and either store the ranking in their own system or share the ranking online in a social network.
[00023] In a social network embodiment, in the game wrapper or within the game, songs for that event number by associating keywords of the music file with keywords of the game event or parameter. If the player has those songs available, they may choose to play the songs recommended for those parameters. Players may also follow specific DJs and select to use their playlists. Players may be given the option of purchasing the songs through affiliated or incorporated stores. Players may vote on the use of songs associated with that event, thereby ranking the DJ that selected that song. High ranking DJs are given special status on the social network (e.g. Leaderboard).
[00024] The embodiments herein propose a way of incorporating music into a videogame, whereby selected parameters may be tagged by a sound designer or developer of a game, and associated with keywords that can be matched to a database and music engine that will make decisions regarding what musical choices to make.
[00025] It will be understood that there may be modifications to the embodiments described herein as will be understood by one of skill in the art. For example, the game designers may themselves make recommendations for songs or music to be associated with the game, or with parameters in the game. Further, additional songs composed by the game's composer may be added as optional songs from which the player may select.
[00026] It will further be understood that the embodiments may be implemented as systems or methods and may be implemented in hardware or software or a combination thereof. When implemented using software, the software may comprise computer readable instructions on a physical media which, when executed by a computing device, cause the computing device to perform the required functions.
music file is played when parameter occurs. When a new event occurs of higher priority or the song ends, a cross-fade is instigated or a segue is generated by the algorithmic engine and a new song occurs.
[00011 ] Players can use a social network to obtain recommendations of songs for particular games or game parameters. The network includes a ranking system for both the song and the person making the recommendation (the "DJ"). The player may then use songs from their own existing collection or purchase the recommended songs through an option to link to an online music store.
[00012] Players can also recommend songs either by their own choice or by what was chosen automatically from their playlist by the engine. Players can create playlists for entire games by attaching songs to most or all parameters, or recommend songs for a single parameter.
[00013] Players may compose their own music for the game or specific parameters, and these players become DJ-Composers with special status and a separate ranking system on the social network.
[00014] Based on player ratings of song selections (on the social network, on the player's private system, or both), the music engine can store information on preferred songs, in an artificially intelligent system that learns their preferences.
[00015] FIG 1. shows example structure for the overall process by which music can be incorporated into a game based on game parameters;
[00016] FIG 2. shows example structure for the overall process by which algorithmic generative software may be incorporated into the soundtrack engine;
[00017] FIG 3. shows how the process by which music can be tied to a recommendation and ranking system by social network.
[00018] FIG 4. shows the process by which the player may incorporate or compose their own music for the system, and then associate it with a social network.
[00020] The following description relates to embodiments of a music engine that is intended to:
incorporate player's music from a playlist, from a portable or non-portable music player, or streamed from the internet; have player-selected music affectively associated to game content;
be simple to use; have music tied to game parameters or events; be able prioritize parameters; be able to use audio extraction/retrieval techniques or audio meta-data to determine musical parameters; be tied to a social network that enables a ranking and recommendation system; be able to cross-fade between files or algorithmically generate sonic segues between files; be associated with a database of keyword tags for both events and musical content; be represented visually in a textual or graphic fashion; be associated with one or more online stores where players may purchase recommended titles; incorporate a database of existing analysed songs into the game; be directly written into the game code or exist in a software "wrapper" around a game;
may incorporate a music songwriting system that enables players to write their own music; may incorporate a system that allows players to input and share their own composed music; may learn the player's preferences to make intelligent predictions about preferences for future songs to be associated with events.
[00021 ] In the present embodiment, game parameters are assigned a parameter number by the game's developers or by the DJ wrapper. Parameter numbers are associated with keywords in the game and/or in a database in the music engine. Keywords in the database may be organized by musical properties (tempo, emotion, etc.) or by type of game event (e.g.
combat, enemy). Game parameter numbers and keywords are stored on the network, music engine software, or directly in the game. When a parameter-associated event occurs, the parameter number is sent to the music engine.
[00022] In this embodiment, players may rank the song selection and either store the ranking in their own system or share the ranking online in a social network.
[00023] In a social network embodiment, in the game wrapper or within the game, songs for that event number by associating keywords of the music file with keywords of the game event or parameter. If the player has those songs available, they may choose to play the songs recommended for those parameters. Players may also follow specific DJs and select to use their playlists. Players may be given the option of purchasing the songs through affiliated or incorporated stores. Players may vote on the use of songs associated with that event, thereby ranking the DJ that selected that song. High ranking DJs are given special status on the social network (e.g. Leaderboard).
[00024] The embodiments herein propose a way of incorporating music into a videogame, whereby selected parameters may be tagged by a sound designer or developer of a game, and associated with keywords that can be matched to a database and music engine that will make decisions regarding what musical choices to make.
[00025] It will be understood that there may be modifications to the embodiments described herein as will be understood by one of skill in the art. For example, the game designers may themselves make recommendations for songs or music to be associated with the game, or with parameters in the game. Further, additional songs composed by the game's composer may be added as optional songs from which the player may select.
[00026] It will further be understood that the embodiments may be implemented as systems or methods and may be implemented in hardware or software or a combination thereof. When implemented using software, the software may comprise computer readable instructions on a physical media which, when executed by a computing device, cause the computing device to perform the required functions.
Claims
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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CA2725722A CA2725722A1 (en) | 2010-12-17 | 2010-12-17 | Method and system for incorporating music into a video game using game parameters |
Applications Claiming Priority (1)
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CA2725722A CA2725722A1 (en) | 2010-12-17 | 2010-12-17 | Method and system for incorporating music into a video game using game parameters |
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CA2725722A1 true CA2725722A1 (en) | 2012-06-17 |
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CA2725722A Abandoned CA2725722A1 (en) | 2010-12-17 | 2010-12-17 | Method and system for incorporating music into a video game using game parameters |
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Cited By (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN110215694A (en) * | 2019-06-14 | 2019-09-10 | 北京达佳互联信息技术有限公司 | Game runway generation method, device, equipment and gaming platform |
CN113038998A (en) * | 2018-11-15 | 2021-06-25 | 索尼互动娱乐有限责任公司 | Dynamic music creation in a game |
US20220305389A1 (en) * | 2019-06-20 | 2022-09-29 | Build A Rocket Boy Games Ltd. | Multi-player game |
CN116704980A (en) * | 2023-08-03 | 2023-09-05 | 腾讯科技(深圳)有限公司 | Musical composition generation method, music generation model training method and equipment thereof |
-
2010
- 2010-12-17 CA CA2725722A patent/CA2725722A1/en not_active Abandoned
Cited By (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN113038998A (en) * | 2018-11-15 | 2021-06-25 | 索尼互动娱乐有限责任公司 | Dynamic music creation in a game |
CN110215694A (en) * | 2019-06-14 | 2019-09-10 | 北京达佳互联信息技术有限公司 | Game runway generation method, device, equipment and gaming platform |
US20220305389A1 (en) * | 2019-06-20 | 2022-09-29 | Build A Rocket Boy Games Ltd. | Multi-player game |
CN116704980A (en) * | 2023-08-03 | 2023-09-05 | 腾讯科技(深圳)有限公司 | Musical composition generation method, music generation model training method and equipment thereof |
CN116704980B (en) * | 2023-08-03 | 2023-10-20 | 腾讯科技(深圳)有限公司 | Musical composition generation method, music generation model training method and equipment thereof |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
FZDE | Dead |
Effective date: 20130710 |