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Adaptive music is music which changes in response to real-time events or user interactions, found most commonly in video games. [1] It may change in volume, arrangement , tempo , and more. Adaptive music is a staple within the role-playing game genre, often being used to change the tone and intensity of music when the player enters and leaves ...
The simplest way to change the duration or pitch of an audio recording is to change the playback speed. For a digital audio recording, this can be accomplished through sample rate conversion. When using this method, the frequencies in the recording are always scaled at the same ratio as the speed, transposing its perceived pitch up or down in ...
Video games that use a microphone or headset as a control system. This might be with a plug-in device, such as the PlayStation 2 Headset, or with system with a built-in microphone such as the Nintendo DS.
Older digital processors could often shift pitch only in post-production, whereas many modern devices using computer processing technology can change pitch values virtually in real time. [ 4 ] Pitch correction is a form of pitch shifting and is found in software such as Auto-Tune and Melodyne to correct intonation inaccuracies in a recording or ...
Spill occurs when sound is detected by a microphone not intended to pick it up (for example, the vocals being detected by the microphone for the guitar). [3] Spill is often undesirable in popular music recording, [4] as the combined signals during the mix process can cause phase cancellation and may cause difficulty in processing individual tracks. [2]
The original music is passed through a particular filter to alter its frequency balance, followed by the channel or recording process. At the end of the channel or when the recording is played, a complementary filter is inserted which precisely compensates for the original filter and recovers the original waveform.
Block diagram of the signal-flow for a common feedback loop [1]: 118 . Audio feedback (also known as acoustic feedback, simply as feedback) is a positive feedback situation that may occur when an acoustic path exists between an audio output (for example, a loudspeaker) and its audio input (for example, a microphone or guitar pickup).
During the arcade and early console era (1983 to the mid-1990s), most game music was composed by full-time employees of the particular game company producing the game. This was largely due to the very specialized nature of video game music, where each system had its own technology and tool sets.