I was just sent a link that has a terrific example of using procedural music composition in a game. I’ve only just now watched the video and thought it was well worth sharing:
http://intelligentmusicsystems.com/
In this case, the composing pertains to how the drums are used (though there are some nice synthesized sounds as well). I find the flow of the game play shown is particularly nice, don’t you agree? The increase in activity, for example, when the guards discover the hero really gets the adrenaline going for the coming fight.
I’m wondering if the reverberation on the drums is part of the drum samples being used, or added on as last stage sweetening. And am also wondering whether or not the drums are sampled or generated. Maybe the drums are like sprites in that each “drum” is a collection of samples of the same drum being recorded but at different intensity levels. I think this is the most common algo used. Generating drums procedurally (from scratch) usually takes a lot of cpu and pretty sophisticated software, not something as cpu friendly as FM synthesis.