Hi Al,

Briefly, the objectives are these:

1. Make a tool for composer's that simplifies the process of making dynamic music suitable for the engine, as much as possible. This is Elias Composer's Studio, the front-end.

2. Make an engine that then allows the game programmer to make use of the composer's material in a fashion that makes the player feel as though he or she is actually making the changes in the music, if that makes sense. This is the core, low level engine.

You don't use any sound fonts to make the music, the engine works directly with audio files so you can give it synthetic sounds or a recording of a symphony orchestra, and it'll be able to work with both just as easily. We do have plans to integrate a custom sampler eventually, but that is much further down the road.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Ulises A. Garcia" <birdlover2...@hotmail.com>
To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, October 04, 2013 8:39 PM
Subject: Re: [Audyssey] Upcoming technology for game music rendering


Hi,
This is interesting. I am an avid enthusiast of music composition,
arrangement orchestration and fanfares, etc in the Western arts. A few
questions on the specifics: Are you veering towards using high-quality
sound fonts or VST's like Educational Roland HQ Orchestral and Jazz, or
is there a different sound font that was made for the purposes of this
new gaming technology to add realistic instrumental sounds? What is the
primary purpose of this video gaming engine. The demographics, specifically?
If you can make your answers as clear and with little technical jargon
used, that would be great.
Best,
-Al


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