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Like I said, cynical/jaded internet commenter - I don't need Mick Gordon's dynamic compositions, I just need some background music for my game that's good enoug
by bottlepalm 3y ago
Like I said, cynical/jaded internet commenter - I don't need Mick Gordon's dynamic compositions, I just need some background music for my game that's good enough.
And no you can't do this already:
const musicSpeed = inFightSequence ? 'intense' : 'chill';
const musicPrompt = `drum and bass beat with ${musicSpeed} percussions`;
playMusic(musicPrompt);
- jsheard 3y agoI wish you luck with your game which constantly oscillates between https://youtu.be/dLkFh9Kn8AU?t=60 https://youtu.be/dLkFh9Kn8AU?t=60 and https://youtu.be/gQktj-WkgEo?t=75 https://youtu.be/gQktj-WkgEo?t=75 because you didn't put any thought into the music beyond telling the computer to make "chill DnB" and "intense DnB".
- bottlepalm 3y agoAre you deflecting by attacking my simple example instead of defending your ‘this has already been done before’ point? If you’re wrong just say you’re wrong.
- jsheard 3y agoWhen Animal Crossing blends between a different composition for every hour of the in-game clock, with variants for different weather conditions, is that not changing based on "time of day, environment, situation, mood, etc"? When Doom dynamically ramps the intensity of the music along with the intensity of combat, and inserts perfectly synchonized stings in time with the players actions is that not reacting to the situation? That's what I mean by this already having been done, just not with AI. AI has the potential to consider more variables than is feasible with the current process, but my question is "at what cost". Would Doom be better if the music were slightly different depending on which weapon you were holding, if the trade-off is that instead of Mick Gordons work it was a computer generating what may as well be royalty free elevator music? Probably not. Making more content for less money is only a net positive if the content is actually good.
- lukevp 3y agoWhy do you think AI music will sound like elevator music forever, when it’s already generating English text and code at such a high level? It’s quite possible that 10 years from now, Mick Gordon will sound passé when compared to the dynamic AI generated music. Maybe not, but definitely possible. There’s a lot of money to be made with better generation of music, and it’s going to be an area of exploration for sure.
- jsheard 3y agoWell, I would say that AIs ability to generate objectively correct text or correct code doesn't have much bearing on its ability to create worthwhile art, those are almost polar opposite goals. There is no objective metric for what constitutes good art that you can train an AI towards, the closest thing we've come up with is teaching it that the samples of art in the training set are "objectively correct" so that it will try to make something similar. Better models achive higher fidelity but are stuck forever imitating rather than exploring new or less common ideas. Image generation is the most mature form of artistic generative AI, and the trend there has been towards introducing more human influence into the process to help guide the AI into creating something actually worthwhile. If the goal is to embed an unsupervised AI into a game engine and have it create consistently high quality and interesting music based on the current game state, with no human operator in the middle to curate and guide the process, we've got a hell of a long way to go.
- wholinator2 3y agoI dunno man, if it output those tracks with a smooth transition and some volume matching i think most game developers would call that a success.