Adaptive Audio tools provide advanced music creation possibilities that differ from the features found in more traditional DAWs. Here is the theme for one of the monster encounters (cf. sound in video games). It is a collage I created from a Donizetti opera1 recorded in 1911, Omnisphere synth sounds, and the preceding page’s soundscape. Some sonic elements as well as the volume balance are adapted dynamically during gameplay.
For the next example, I used only Tempest, a drum computer designed by Roger Linn to create a groove with different drum and synth layers. The main groove uses the Batá rhythm Olokun as a template.
I simplified this example and created 3 videos to illustrate the different adaptive layers and random features. An easy way to imagine the use of FMOD is to think of having a scaled-down version of Ableton Live that can be hidden in a game, an app, or (like here) on a website:
These examples only scratch the surface of what is possible in an audio game engine. To understand the full potential of FMOD, imagine a compact DAW hidden in a game or multimedia installation. Real-time effects and interactive mixing further extend the possibilities for The Aquatic Museum app.
Una furtiva lagrima (L’elisir d’amore, Act 2) - Gaetano Donizetti - performed by Enrico Caruso (public domain). ↩︎