Music

Overview

Themes should fit the world...

We have two categories of audio:

Effects – Effect sounds are any game sound that is not music related.

Shall use 3D stereoscopic sound technology so that sounds from far away places will sound far away and close places close. (R-MU-1)
All object collisions should have appropriate concussion noises. (R-MU-2)
All effects should be at a sublime level, so that repeated play does not become annoying to the players. (R-MU-3)



Music – Background music

Background music should be maximally tied to the game scenarios. (R-MU-4)
A mixing method of song generation is preferred to pre-composed songs. (R-MU-5)
Mixing method should allow a variety of rhythmic, bass, harmonic, and melodic parts to be interchanged. (R-MU-6)
This will allow for a variety of combinations that all echo the same base thematics.

Mixing should be parsed down to the maximum that technology allows.
If the underlying music architecture is consistent enough to time individual notes, then procedural note generation should be used in combination with thematic patterns pulled from a script file. (R-MU-7)
This will allow a greater variety of variations to be generated at run time due to the ability to shift tempo and pitch.

Use a "circle of fifths" pattern to transition from one thematic key to another. (R-MU-8)
Each board has a dominant world element that the music should supplement. (R-MU-9)

Key - Element
C – Earth
G – Fire
A – End Theme
D – Water
E – Air

Use of major, harmonic minor, and melodic minor should reflect real world events. (R-MU-10)

Pure Scales
Major – Victory; Doing well; Happy
Melodic – Sad; Thoughtful; Deliberative; Driven
Harmonic – Danger; Action; Wry; Scary

Mixed Scales
Major/Melodic – Airy; Interesting; Watery; Space odyssey;
Major/Harmonic -
Melodic/Harmonic – Suspense; Conflict; Climax


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