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Long ago in the early 90s, Lucas Arts created the "iMUSE" System (interactive music engine). It was able to change the background music in dependancy of the player's situation and was used in many games like X-Wing and Tie-Fighter. So this Idea is nothing new and I always liked it. But in fact nowadays we´re not talking about (primitive) midi-tracks but a combination of voices-, sound- and music-samples and this is a more complex issue and not as easy to achieve as in the iMUSE example.

If anyone feels free to program a next generation "iMUSE", the Larians surely will appreciate it <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


Ok, Ok, You people make it very difficult to patent an old idea in a new way for a friend. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
But it worked, MIDI, is not obsolete but maybe not the best format to implement the idea of concurrent mixing on demand. DADZ effect is not a MIDI effect at all and the acronym MIDI was used as a place-holder only.

The new idea was NOT the old idea itself but HOW to use the old idea ... May I breath ... Please?

I suggested using that “Apparently very well known” technique in two different ways.

1- To increase excitement in the same way it was used in the cursed abbey with heartbeat drums.

2- To softly give hints by increasing polyphony and introducing drum breaks.

Now do not tell me that it was used all over the place since Adam and Eve in the same way of implementation.

This is not a Zelda clone-effect that repeats until it kills you by boring you to death, but a musical variation that carries the identity of the graphics zone you enter by designing contours for adding tracks or mixed in sound effects when contour-avatar collision events take place.

Thanks to modern compression techniques and runtime decompression, it should not take hard disk space or too much RAM to execute; just a score of Mega Bytes more. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />

Pay attention please, I am not suggesting to patent the idea of a mixer. <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />

I am not suggesting that event triggered soundtracks is a new concept.

I told you a story of a teenager party game, so there is nothing new up to this point.

The new idea is to dedicate a higher degree of complexity in music composition itself.
This means that a basic melody is created and then finished into a basic harmony of instruments.
A trigger dependant event should mix in a polyphonic component increment of the type that belongs to the situation. If it was giving a hint for a hidden item it should have nothing to do with excitement and thrill.
If you are close to a very dangerous battle then it should prepare you in steps rather than scaring you to death.

In an attempt to make the idea clearer, imagine a symphonic orchestra that is playing softly and with quarter the number of players only. On each contour-crossing a new sub-set of players join the performance with different expressions that expands the polyphony not the volume or speed of playing. This increase in the “richness” of the musical expression is directly proportional to proximity from a critical zone.

Please tell me where this idea was done before, if any.

Thanks.