Adaptive Audio tools also provide advanced music creation possibilities that are different 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 form a Donizetti opera1 recorded in 1911, Omnisphere synth sounds and the preceding page’s soundscape. Some sonic elements as well as the volume balance is adapted dynamically during gameplay.
For the next example I have used only Tempest, a drum computer designed by Roger Linn to create a groove with different drum and synth layers. The feeling of the main groove uses the Batá rhythm Olokun as a template.
I simplified this example and made 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 the possible in an audio game engine. To understand the full potential of FMOD one can imagine have a compact DAW hidden in a game or a multimedia installation. Real-time effects as well as interactive mixing further extend the possibilities for The Aquatic Museum app.