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    <title>Glossary :: Kings and Queens of Serendip</title>
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    <description>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”.</description>
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