Generating music for AAA titles these days takes big budgets, and games with so-called "adaptive scores" require a large number of tracks to be authored — often in the dozens. What are good solutions for indie developers that can't afford to even hire musicians? Can procedural generation techniques help provide diverse and dynamic music based on little input from a composer?
In this masterclass, you'll learn about statistical models, for instance Markov models, and how they can help generate a stream of consistent and believable music. You'll find how the system can be built from a single example piece of music, what tricks you need to know to make it work, and how the game would interface with this to control the music generation dynamically.