Vinsamlegast notið þetta auðkenni þegar þið vitnið til verksins eða tengið í það: http://hdl.handle.net/1946/9195
This research is about the creation and use of music for the sandbox type of Massive Multiplayer Online Role Playing Games (MMORPG) — MMO for short. It takes on the history of music for video games and tries to shed light on what kind of a musical approach would suit best for MMO‘s. It then decides that some kind of a generative or automatic approach is required.
The research goes on to look at couple of generative music systems that may serve as a model for a solution to this research, both directly as well as indirectly.
Musical elements and psychoacoustics are considered and regarded as an important factor in forming of the right solution.
The research asks and then attempts to answer a couple of important questions:
1. If individual musical parameters can be used on their own to change how characters or situations change during gameplay.
2. Which elements of music are essential for creating and altering musical colour.
Musical experiments with a game in production (World of Darkness) take place and the psychoacoustics connection is examined with a particular focus on basic musical parameters. The result from these experiments is a simple formula that describes the different characters of the game. The formula is then successfully applied into a generative music system called CALMUS which proves the validity of the formula.