Indeed. Another fascinating approach to generative music is to code it out, and add some randomness, like this guy who does a pretty good stab at imitating Keith Jarrett: http://homepage.mac.com/digego/study_in_keith.mov (25MB mov file)
This really shouldn't have the problem of repetition. You even make events in the game affect the music, to make it less monotone, and add to the mood of the game. It has been tried, but as far as I know no one has actually published something like this yet.
> You even make events in the game affect the music
This is really what makes it _very_ interesting in my opinion. The whole super compressed non-looping music is nice, but having music that responds to your actions in real time can be amazing. More than having music for each level you can have music for each bad guy and even better how the bad guy is "feeling". Speed up the sequencer when they are mad. Start out with a bunch of cells and remove them as a way of showing the health left.
Comments
Indeed. Another fascinating approach to generative music is to code it out, and add some randomness, like this guy who does a pretty good stab at imitating Keith Jarrett: http://homepage.mac.com/digego/study_in_keith.mov (25MB mov file)
This really shouldn't have the problem of repetition. You even make events in the game affect the music, to make it less monotone, and add to the mood of the game. It has been tried, but as far as I know no one has actually published something like this yet.
> You even make events in the game affect the music
This is really what makes it _very_ interesting in my opinion. The whole super compressed non-looping music is nice, but having music that responds to your actions in real time can be amazing. More than having music for each level you can have music for each bad guy and even better how the bad guy is "feeling". Speed up the sequencer when they are mad. Start out with a bunch of cells and remove them as a way of showing the health left.