BGM Sync

Background Music Synchronization System

A MIDI-driven boss fight (ongoing project)

Demo

The unpredictable interactivity brings uncertainty to a game experience, leading to difficulties in designing a background music (BGM) system that synchronizes with the game system. Typical traditional AAA games do not reflect micro-emotions in their BGM synchronization systems because the smaller granularity of background music synchronization poses musicality issues. To address these issues, we are establishing a two-way pipeline that harmonizes audio design and combat systems seamlessly to ensure both synchronization and musicality.

Role in the team: Sound Designer, 3D Artist

Responsibility: Dynamic soundtrack design and composition, pipeline iteration, Wwise implementation.

Our Team

Basic Workflow - Adaptive Soundtrack

Virtual Beat:

Sending MIDI signals to each important moment

Critical Beat: 

Non-changeable beat with a noticeable drum

Mutable Beat: 

Changeable drum loops

Main Melody: 

Different melodies in the same scale with instruments that belong to the same instrument classification (in our case, strings)

Ambient Melody:

Same melody or chords with different instruments

Stingers:

A music cue in the same scale

Adaptive Soundtrack & State Change Showcase

Soundtrack

Basic Workflow - Wwise Implementation

Logic Pro

Software Used

Wwise

Unreal Engine