Hi all!
I have been rather silent for the last few months, and the reason for this
is that I have been incredibly busy. I and a colleague of mine, Kristofer
Eng who is a professional composer and musician, have been working on an
engine that makes video game music as dynamic and adaptable as a film score.
The only difference, of course, is that the player is the one controlling
the music in real-time. In short, the system we are developing allows the
music to follow the player's every action to create a completely dynamic
score.
We are now going towards a 1.0 release, and so I wanted to show an audio
demonstration of what the engine is able to accomplish at this time. Of
course I won't be able to go through all the details of it since it is a
rather complex system, but the demonstration I am giving will hopefully give
you an idea of what to expect when the 1.0 version is released in the first
quarter of 2014.
The audio demonstration can be found at:
http://www.eliassoftware.com/audio/elias_audio_demo.mp3
Elias stands for Elastic Integrated Audio System. The website is not yet
created, but the system is fully functional and we are spending the
remaining development time fine tuning and optimizing the functionality and
performance. The engine is cross platform, and is intended to work on
anything from desktop computers to consoles to smartphones.
We are planning a licensing scheme where you are able to use the engine for
free for non-commercial projects, and if you are a small independent
developer we will have a very inexpensive shareware license available. We
will also offer add-ons such as ready to use music themes composed to suit
the characteristics of the engine, as well as professional one-on-one
support.
Kristofer and I would be very happy to hear your thoughts, feedback,
suggestions, questions, etc. We are open to new ideas, and we hope that the
system will set a new standard for how music is rendered in mainstream and
audio games alike.
Thank you for reading!
Kind regards,
Philip Bennefall
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