1 free read left. Create a free account for unlimited reading + AI research.
Create free accountArticle
G|A|M|E – The Italian Journal of Game Studies
The paper argues this creates audible artifacts that break player immersion.
This paper, written by Zander Hulme of Queensland University of Technology and published in the 2017 issue of Critical Notes, argues that the crossfade, the dominant technique for transitioning between pre-rendered musical states in video games, creates audible artifacts that break player immersion. It proposes "imbricate audio," a composing, recording, and implementation method in which a score is recorded in short bar-length chunks at multiple dynamic levels, with each chunk's reverb tail overlapping the next so that transitions occur without cuts or fades. The author positions this approach as a middle ground between the flexibility of sequenced music and the natural sound of fully recorded scores, aiming to bring cinema-like fluidity to game soundtracks.
The paper's central claim rests on the perceptual importance of reverb tails and musical dynamics. Crossfades disrupt the natural decay of acoustic instruments, which listeners are highly sensitive to, and dynamic changes achieved through volume manipulation lack the timbral shifts of genuine performance intensity. The author reviews the limitations of existing approaches, including the response delays of the iMUSE system used in Monkey Island 2, which could take up to seven seconds to transition, and the processing costs of virtual instruments that approximate live recordings.
To test the method, the author composed an original piece, Eine Kleine Bärmusik, scored in 2/4 at 130 bpm so that each bar lasts under one second, and recorded five instrumentalists across five dynamic levels from piano to fortissimo in a single day of studio work. The resulting system, implemented in the Unity engine with a simple C# script, responded to triggers in under one second without audible cuts. The author reports that the low processing overhead allowed the method to run on low-end mobile devices in three shipped iOS and Android titles.
The study is limited in scope: it is a single case study with one composition, one ensemble, and no formal player testing or measurement of immersion. The author acknowledges that recording required additional rehearsal, that manual chunk preparation was tedious and would need automation, and that long sustained notes can produce dissonance across transitions. The paper concludes that imbricate audio is a viable, though not universal, tool that could complement existing adaptive techniques and that is currently being developed as the core of a procedural music system for a forthcoming console title.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Game Developers Conference · 2021