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DirectMusic: A Foundation for Interactive Audio
The advance in interactive music that's taking the software world by storm.
October 27, 1999 at Bldg. 12, Microsoft Corporate Campus.
Representatives from Microsoft demonstrated
and discussed how you can use Microsoft's new DirectMusic technologies to
create compositions that can change in real-time, quickly prototype and
audition complex harmonic and rhythmic variations, and produce hours of
music in a fraction of the time required using traditional methods. The
presentation included a number of live demonstrations.
DirectMusic is a comprehensive framework for creating an arsenal of
original musical patterns and instructions that respond to user events.
This approach allows composers to create musical elements that are
combined and modulated in real-time based on the shifting requirements
of an application. So, the music that users hear, can always be
original, making repetitive audio loops and static MIDI files a thing of
the past.
DirectMusic Producer is the authoring tool you use to create those music
files. DirectMusic Producer gives you many options for incorporating
variability into your pieces. This means that as the piece plays, there
are multiple possible paths it can follow, including different chord
progressions, alternate melodies, changes in rhythm, and increased or
decreased intensity. This keeps musical scores fresh while remaining
completely under the composer's control. Producer also provides
composers with tools to abstract and isolate musical parameters that can
be applied to a musical environment in real-time. Key changes, program
changes, layered textures, volume, tempo and intensity level are can all
be interactively shaped to the desires of the composer. You can design
transitions to move immediately to a new sound or move gradually,
blending old and new together.
Presenters included:
- Chanel Summers, audio technical evangelist in Microsoft's Developer
Relations Group, who presented an overview of DirectMusic, and how
non-linear or "interactive" music will impact fields of music beyond games.
- Steve Ball, program manager in Microsoft's Consumer Windows Division,
talked about using DirectMusic for creating interactive sound
effects and ambient soundscapes.
- Guy Whitmore, composer and sound designer at Whitmoreland Productions,
demonstrated music from the PC game, 'Sanity', arranged for
DirectMusic and discussed the entire process from conception to
composition to implementation.
- Brian Thomas, software test engineer in Microsoft's Consumer Windows
Division, described his use of DirectMusic in live performances.
- David Yackley, program manager for DirectMusic Producer, and
- Scott Selfon, software test engineer for DirectMusic Producer, were on hand
to answer questions and demonstrate real-time techniques.
1999 Past Events
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