Dynamic Game BGM Generation via Segmented Phrase Selection
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing game software systems face challenges in generating diverse background music (BGM) that adapts to game progression without increasing processing load, leading to monotony and decreased player interest due to repetitive music patterns.
Innovation Solution
A game device with a storing medium that includes a BGM generating program, utilizing phrase data, rhythm pattern data, and tone-color data to randomly or sequentially select and combine elements, allowing for dynamic BGM generation based on game situations, reducing the need for continuous data generation and minimizing process load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the same BGM is performed repeatedly in the same game scene, then the BGM structure remains simple and manageable, but the player becomes tired and interest decreases
Solution Approach 1:
The BGM is segmented into multiple independent parts (A, B, C, etc.), each with its own phrase data and rhythm data. These parts can be selectively combined and reproduced in different sequences, allowing the same BGM to vary across repetitions while maintaining a manageable overall structure.
Solution Approach 2:
The BGM reproduction system dynamically selects and combines different parts based on game situation data. The phrase selecting means and rhythm selecting means randomly or selectively choose from multiple options, creating adaptive BGM variations that respond to game events without requiring completely different BGM compositions for each scenario.
2Adaptability or versatility
If a phrase database is prepared and phrases are newly generated based on selected phrases, then BGM variety increases, but the generating process becomes huge and suppresses other game processes
Solution Approach 1:
Phrase data and rhythm data are prepared in advance and stored in databases before game execution. The data is pre-organized into multiple parts with designated musical characteristics, allowing rapid selection and combination during gameplay without requiring complex real-time generation processes.
Solution Approach 2:
Instead of generating new musical compositions from scratch during gameplay, the system creates variations by selecting and combining pre-existing phrase data and rhythm data. The BGM generating means assembles these copied elements into new arrangements, achieving variety through recombination rather than original creation.
3Adaptability or versatility
If different BGMs are prepared for different game scenes (encountering enemies, fighting scenes, time limits), then BGM adapts to game progression, but the same BGM is still performed in the same scene causing monotony
Solution Approach 1:
Each BGM is divided into multiple parts (A, B, C, etc.) that can be independently selected and reproduced. This segmentation allows the system to create variations within the same BGM structure by differentiating which parts are played and in what order, reducing the need for completely separate BGM files for each scene variation.
Solution Approach 2:
The BGM reproduction is dynamically controlled by the BGM generating means which randomly or selectively chooses from multiple parts based on game situation data. This dynamic selection process ensures that even within the same game scene, the BGM can vary across different repetitions while maintaining appropriate scene adaptation.
Data Source
AI summary
A game apparatus includes a CPU, and the CPU generates a game Background Music (BGM) corresponding to a proceeding situation of a game, and etc. The CPU selects data, from a main memory conductor, according to the proceeding of the game, and etc., and generates BGM data regarding one or more track data included in the conductor data. When generating the BGM data, rhythm data, within a rhythm group designated by the track data, is selected in predetermined order or at random, and phrase data, within the same designated phrase group, is selected at random. Then, the BGM data is generated from the selected rhythm data and the phrase data.


