Jason Page and Michael Kelly spoke to GDC attendees about creating next-generation audio on the PS3. In a surprising discussion, Sony's Jason Page admitted that the future of video game music may be based in technology that's considered antiquated by most: MIDI. Many developers have been moving away from MIDI to pre-recorded, orchestrated background music, but in the process, the interactivity of game music has been sacrificed.
The incredible processing power of the next-generation consoles has changed the rules of MIDI: gone are the days where MIDI sounds like R2-D2 singing. MIDI samples used by consoles can be just as good, if not better, than the samples used on dedicated synthesizers. Because MIDI loads in real-time, it retains the interactivity that composers like Koji Kondo would need, and it would allow games to load more quickly.
MIDI in the next-generation could potentially retain the same fidelity that an orchestrated score might have. With the increasing need for interactive 5.1 and 7.1 music and audio in games, the sound of "chip music" may change quite drastically in this new console generation.
[Update 1: Corrected name source: Jason Page is from Sony, not Dolby.]
(Page 1) Reader Comments
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The only limitation I see is that techno/hip hop and other genres won't make their transition into this structure with certain effects (I.E. record scratch) intact.
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Microsoft's been using this for years.
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Those effects could make the transition actually. MIDI can be programmed with special samples, or it can even read new samples from a file (like Soundfonts).
I never would've imagined that MIDI, the past of gaming, would also be the future. But the argument here is certainly compelling. The main problem I have with it is the loss of quality. By that I mean that the instruments sound synthesized in MIDIs (since they are), and that really bugs me. If they could be made to sound as close to their real counterparts as possible, then I'd be all for shifting to MIDI.
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actually, it comes down to which samples are being used. clearly we're not talking about synthesizing the waveforms themselves, but using sample sets (soundfonts, as mentioned earlier) of actual multisampled instruments. this would be similar to a high-end keyboard/workstation or it's PC equivalent.
bad synthesizer patches have been a thing of the past for several years now. in fact, a lot of commercial recordings (music/movies/etc) that we enjoy today are often created from samples of prerecorded instruments, and not live instruments themselves.
still, with audio compression being as widespread and prevalent as it is, i don't really see a big push for MIDI in gaming. the "dynamic score" concept might make it useful, but the fact is that many games today just use commercial tracks for their soundtrack anyway. also consider that a dynamic score may force the creator to set aside any specific flow or direction in a song in order to drop in specific pieces at key moments.
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its just much harder and rarer.
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Sometimes MIDI is just better. Orchestrated stuff is nice for some things, and not so nice for others.
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But, yeah, go to Native Instrument's site and check out the demos for Kontakt 4 or for Bandstand. It's all MIDI and most of it sounds insane. Granted, the soundsets are HUGE, but the elasticity that MIDI provides is also quite big.
Now, pardon me while I listen to E1M1.
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I was just going to direct interested readers to a demo page of that sort of thing, but you beat me to it. I work with Garritan Virtual Orchestra, and it's pretty slick what you can do with MIDI these days.
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I mean really, do you want to listen to a MIDI guitar solo? Would a MIDI of "Layla" (no matter how good the sound samples) sound as good as Eric Clapton playing it? There are many things that instruments can do that you just can't translate to sheet music.
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As for MIDI being the future... I'll say it really depends on the game. Games like the Tony Hawk franchise use licensed music because it goes with the type of game. I know I'd rather have Hip Hop and Rap in the background of NBA Street instead of something MIDI. The Mario's and Zelda's can live off of the MIDI Soundtracks because their soundtracks were meant for the type of games that they are. And I like Final Fantasy games with orchestrated pieces.
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It's a bit of a shame that one of the biggest games of the year sounded like it was one of the biggest games of 10 years ago.
Maybe I'm just stubborn but having an "epic soundtrack" sound like it was played on a $99 Casio keyboard really pulls me out of the experience.
... and NO... just because Super Mario Bros. used beeps and boops for really great music doesn't mean all future games get a free pass to skimp on sound quality which is makes for an AWESOME experience when done well
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Of course we should continue to use MIDI. We should have a variety of tools on our belts, using the right tool for the right job. It's just as silly to use recorded audio in a Zelda game as it is to use MIDI in Guitar Hero. But there's a caveat.
Wavetable synthesis (using samples) has come a long way, and a lot of research is still going on to digitally synthesize realistic instruments (including the human voice). But there seems to be the equivalent of an "uncanny valley" that has yet to be crossed (and can it ever?). The human ear is very sensitive, and the brain is well-trained in natural sounds, and together they tend to be very discriminatory when an artificial sound is presented, no matter how complex the model was that generated it.
And so there's a difference between games like Zelda: Twilight Princess and Shadow of the Colossus. Synthesized sounds are perfect for the kind of music in Zelda. Shadow of the Colossus has a loud and epic soundtrack that can't easily be replicated by the same technique. It's a design decision. The trade-off, of course, is interactivity. I thought everyone knew this.
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On the other hand, as someone said above, MIDI is not a file format but a communication protocol. It is independent of the technology that generates the sounds (whether it's samples of recorded instruments, physical modeling synthesis, or old-school FM synthesis).
Module files have their benefits. They're great for distributing over the Internet since they sound the same on whatever device they're played on. But for game consoles this isn't an issue, because a PS2 running a particular game will generate the same sounds as any other PS2 running the same game. And all things equal, a good synthesizer can render a MIDI sequence with much better fidelity than a MOD file.
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Dynamic/micro-scoring has been around for a while now, and games like 'Tomb Raider: Legend' show just how interactive music in games can be. It doesn't require extra loading time because the songs are loaded/streamed in segments, and those segments are then switched out depending on what's happening in the game.
But don't worry, we're still in an age where Nintendo insists HD/advanced graphics isn't necessary to enhance the gameplay. That and there isn't a shortage of Wii's. Riiiiiiiight.
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It's a composer's nightmare.
Things will be different with consoles. You get the same hardware everywhere. Makes things a little easier to manage.
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A new form of sound chip, so long it doesn't sound like blips and blops and could be used to create realistic music would be great, along with the custom samples it would be a fantastic thing to do, quality music with little file size... Though, then again with games soon reaching 50GB maybe (with this Tripple layer HD-DVD) what's the point, they're making a soundchip which, in reality, will be used for a TINY percentage of games.
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I tended to like the Impulse Tracker files used within the Unreal engine - while the files are larger, it will sound the same regardless of where it's played (although a player for it isn't as common.)
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Two things:
1) Dolby?! I work for Sony! Must pay more attention. See me.. ;-)
2) The point I was making is that the PS3 is powerful enough so that the user could play the original MIDI tracks, along with the softsynths / samples and DSP effects which they would have originally created the track on, say, Cubase in the first place. The word MIDI could therefore be replaced with "Tracker" or whatever. So, the point isn't that MIDI could be used as a format, but that all the bells and whistles (and VST's) which go into a track could also be processed in real time - and still leave more than enough power to run the game too..
As the first post says:
"Ironically enough, I would imagine that a lot of that pre-recorded background music is originally produced using midi."
Indeed, thats my point. Just now you could process it in real time and allow the user to jump around the track, retaining any reverb trail-off's and so on.
Cheers
Jason
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The level of musical adaptivity would thus be fully decided by the composer and/or producer by using MIDI in whatever capacity you want. MIDI (as many of you have already stated, but some don't yet seem to understand) does not in itself put any restrictions on sound quality or performance 'authenticity'.
I started doing research in this area many years ago and have come to pretty much the same conclusions as Jason. Now we're finally approaching the hardware necessary for (again) making MIDI (along with other technologies) a working tool for achieving adaptive game music of the highest artistic quality! Looking forward to some exciting years!
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Also, I'm planning a MIDI sequencing of all or part of the Shadow of the Colossus OST. Just FYI ;)
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