Wine 8.16 Restarts Work On Implementing Microsoft's Deprecated DirectMusic API
Wine 8.16 Restarts Work On Implementing Microsoft's Deprecated DirectMusic API
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Wine 8.16 Restarts Work On Implementing Microsoft's Deprecated DirectMusic API
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I liked the idea of DirectMusic. Gameplay influenced music scores are an under-used concept
I like the idea of both the game influencing the music and the music influencing the game.
Like, you have a directed graph of music, with audio on the edges, and the current game state determining which edge one takes out of a node. The game influences the music there.
But then you also have an "event track" on the edges that can be used to do cosmetic things like flash lights in the game or whatnot in time with the music, or, as with rhythm games, require the player to do things in time with the music. There, the music influences the game.
Yeah the newer music-based games are pretty cool. Maybe as stuff like OpenRGB becomes more standard we could also see that tied into game/music events more as well
Maybe as stuff like OpenRGB becomes more standard we could also see that tied into game/music events more as well
That's possible, though I should note that control of external lighting has been around for a while, and we haven't really seen it become a standard thing in games. I think that the problem is less lack of a protocol and more that similar configurations aren't commonly available or that people don't feel that there's a great way to incorporate it into games. And it's not even specific to lighting, but to devices other than the monitor and speakers that provide some kind of sensory input to people. After all these years, the norm is still:
For the lifetime of the personal computer, maybe fifty or sixty years at this point, the only real change in the norm has been for fidelity improvements to what's on the display and fidelity improvements to what's playing though speakers (well, headphones more-frequently these days). And people have tried a lot of things.
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I mean, in theory, I could imagine someone writing some kind of software layer that cleverly abstracts all these sorts of systems, has games drive events. But in practice, I've been watching external devices that aim to provide a new source of sensory input come out for a long time, and they have pretty depressingly and consistently failed to take over the market.
I think that realistically, in terms of having many games providing sensory input to people, it's gonna be the display and audio, and maybe VR headsets for the foreseeable future.
I've been starting to see it available on a bit more hardware these days, mostly peripherals etc that have blinky lights, but I'm hoping that it'll gain more traction over time. Why reinvent the wheel, after all?
Or one step further, let the music slightly alter the timing of non-cosmetic events. E.g. player throws grenade, game sends approximate explosion time to the music player, which transitions to an appropriate build up and sends the exact explosion time back to the game. Explosion visuals, SFX and music all line up perfectly.
Adaptive music is a niche I happily fill with my games ;)
EA used to do this even before Microsoft!
They have their own music system called "Pathfinder" which controls music interactively in little chunks.
I believe it was first used in NFS 2, which came out before DirectMusic.
If you've heard the pursuit music in NFSMW 2005 or Carbon's Canyon music, that's Pathfinder! It was also used in Medal of Honor and Red Alert 3.
It was kinda a thing even in the early SNES days, at least in a basic way Mario world would add a bit of a drumming back-beat when you jumped on Yoshi
Come to think of it, it's surprising that's not more prevalent today.
I've run into it in a few games, but it's often subtle.