Glossary
- adaptive audio
- audio and music in video games that reacts to changes in gameplay.
- audio middleware
- also celled game audio engines, a third party software that sits between a game engine and the audio hardware to provide adaptive audio tools. (e.g. FMOD, WWISE).
- digital audio workstation (DAW)
- digital audio workstation, a software for recording, editing, producing and mixing audio and midi files (e.g. Cubase, Pro Tools, Apple Logic Pro, Ableton).
- generative music
- music which creates itself from an initial set of rules. Semi-generative music is a term not generally accepted that points to a more limited, preset version of a generative system.
- live coding (music)
- live improvisation with software code to create sounds and music (e.g. reference projects: Sonic Pi, Tidal Cycles), Super Collider.
- state machine
- a behavior model consisting in a finite number of states (finite-state machine, finite automaton),cf. automata theory. In video games a way to create simulacrums of autonomous characters or soundscapes.
- system
- A set of principles or procedures according to which something is done; an organized scheme or method. (Oxford English Dictionary)
- The Aquatic Museum (TAM)
- band, album and app project my research is linked to.
- Unity, Unreal
- game engines i.e. software frameworks that provide tools to create video games for different platforms. Unity and Unreal are the most used platforms, e.g. “over 50% of new mobile games are created in Unity”.