University of California Santa Cruz Algorithmic Music for Games Essay This requires me to write a 150 words reflection based on our final project.
I only have to explain my parts and how it works.
The final projects contains:
!!! My part is the first one on the left hand side of the final version.pd file. It’s basically the background music.
Please take a look and explain it by the tutorial given by the prof. (im still uploading the lecture recording mp4 to google drive) google drive link:https://drive.google.com/file/d/1xTJDKmJ5b6Nd4vKWf…
My part tuturial starts at 01:44:25 – 01:52:39. I just changed the sequencers and the orhastrations to make it sound fancy.
Procedural Audio. It must exhibit implementation of a minimum of 3 unique sound effects constructed using PD that are implemented into the Unity scene either via OSC or Heavy.
Audio Reactivity. There must be elements in the scene that are audio reactive.
Algorithmic Composition. It must contain music that exhibits at least one of the algorithmic composition approaches covered: vertical re-orchestration, horizontal re-sequencing, generative composition, or branching.
In this paper, we need to write a critique of how the audio/music complements the game scene by addressing the following:
Are there elements to the audio/music that are diegetic/non-diegetic?
What and how do certain musical/audio features (such as tempo, effects processing, waveform design, timbre, melody/harmony, etc…) contribute to the sound design?
Is there immersion present in the sound design?
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