Generative/Reactive Music API for Games

CPU usage: 2% for the first demo when everything is maxed.

The CPU usage can easily be made to be dominated by the synthesizer, if it is of the software kind.

The algorithms I use are not so complicated (no search or constraint processing involved) and the music generator just runs every 1-2 second when a new measure is generated.

It is now possible to test the editor:

http://www.springworldgames.com/rmleditor

Cool, will there be any tutorials on how to use it? :smiley:

That is certainly my intention. It is very difficult to use it without knowing where to start :slight_smile:


if (externalInterest + myEnergy > tutorialThreshold) {
  spawnTutorial();
}

There is now a tutorial draft available here:

http://springworldgames.com/rmleditor/tutorials/tutorial_1.html

New video available:

Some new features implemented:

  • Ornament zones (for flams, rolls, grace notes etc.)
  • Settings for reverb + chorus types
  • Chromatic connection notes
  • Midi echo
  • Improved note velocity pattern generation

Preset 1 in the RML editor is my current game music prototype. The editor is available here:
http://www.springworldgames.com/rmleditor/

Glad to see you’re still on this :stuck_out_tongue: I’ll definately use this, once I add music :smiley:

Nice to hear Mads!
The current plan is to release the source for music generation once it becomes clean enough and add useful classes for playing the result with minimal dependencies.

I love this! The full track/video was quite wonderful.

I hope you are able to continue to expand upon this!

Source code for the Music Generator and RML is now available.

I have two versions of the source code:

The first one requires Gervill to compile out of the box, but can be used without it with some magic.
The second will compile directly.

There are not many examples available for using the API, but that will change.