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.
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”.