OAML - Open Adaptive Music Library

OAML - Open Adaptive Music Library

Postby marcelofg55 » 10 Mar 2016, 17:59

Hi guys, I want to share with you this library I've been working on for a few months, it's goal is to makes it easy to implement adaptive music in games.
It's open-source and free, licensed under the MIT license.
It is written in C++ and can be used by projects in C, C++ and Unity as well (as a plugin).
Check the demos directory for a few examples of usage of the library.

Link: https://github.com/marcelofg55/oaml

Thanks for reading!
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Re: OAML - Open Adaptive Music Library

Postby c_xong » 11 Mar 2016, 00:35

Sounds very interesting. Could you please make and upload some demos, e.g. on youtube?

I guess the state of the art is ELIAS, how does this library compare? It's good to see an open version of something like this.
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Re: OAML - Open Adaptive Music Library

Postby eugeneloza » 11 Mar 2016, 09:02

And... what is "Adaptive Music" after all?
Well, yes, I've used google to find out and now I know it's the stuff I called "Interactive Music" :)
So the second question is how does a library help to make "adaptive music"? I.e. it's something integrated deep in the game engine (which factors should influence the music).
E.g. in my game I need to smoothly change the music based on whether AI is aware of player presence or not. And the problem is not in the Adaptive Music, but in lack of the corresponding music files that fit smoothly the idea (equal tempo, pitch and chords, but different mood).
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Re: OAML - Open Adaptive Music Library

Postby marcelofg55 » 11 Mar 2016, 18:50

@c_xong, thanks for your interest, I’ve just uploaded a video showing a bit of Wyrmsun (first game that implements OAML and actually the game that I used to develop the library).
Youtube link: https://youtu.be/RSGi2eDQJjk
I’ll record and upload later as well the two demos on the OAML git repo (msnake and the unity demo).

Regarding ELIAS, I’m not an expert with this one but for what I’ve seen when I’ve used it the main difference with OAML is that with OAML you can have way more control of what happens with the music. The main idea in ELIAS is to use music loops and change them as the levels progress, but you must always use the same bpm, chord progression and bars length, so musically speaking that’s pretty limited (or maybe I didn’t get right ELIAS :P). What it is better in ELIAS is the use of stems which I haven’t implemented yet.
With OAML you can use music loops and have different loops when events happen in-game, for example you can have different music for day and night, or a different music when a battle starts. Also you can use different speeds for the loops, I’ve used this on the msnake game so when the snake gets bigger and bigger music gets faster and faster.

@eugeneloza, you can think of OAML as a “music engine” which handles previously composed music, if the problem in your game is actually the lack of corresponding music this can’t help you, for OAML you must compose music specially for it, or else you’ll probably lack lots of its features.
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Re: OAML - Open Adaptive Music Library

Postby Andrettin » 14 Mar 2016, 11:54

Nice to see a post about the OAML here :)

I am honored that Marcelo chose Wyrmsun for this; the library is very useful (adaptive music adds significantly to the game's immersion). Marcelo was even so kind as to have created new high-quality tracks for the game for this purpose.
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Re: OAML - Open Adaptive Music Library

Postby marcelofg55 » 16 Apr 2016, 16:50

Thanks Andrettin for the nice comments :)

I have released the first version of OAML, check it out on github: https://github.com/marcelofg55/oaml
And also I've created a itch.io page with a few demo downloads: https://marcelofernandezmusic.itch.io/oaml
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