
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