Glossary
- adaptive audio
- audio and music in video games that reacts to changes in gameplay.
- audio middleware
- also called game audio engines; 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)
- software for recording, editing, producing, and mixing audio and MIDI files (e.g., Cubase, Pro Tools, Apple Logic Pro, Ableton).
- generative music
- music that creates itself from an initial set of rules. Semi-generative music is a term not generally accepted that refers 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, TidalCycles, SuperCollider).
- state machine
- a behavior model consisting of a finite number of states (finite-state machine, finite automaton); cf. automata theory. In video games, a way to create simulacra 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 widely used platforms, e.g., “over 50% of new mobile games are created in Unity”.