Video Game Music

A young girl dances on the floor controller of a Dance Dance Revolution console in an arcade. A girl plays the arcade version of Konami's' 1998 game Dance Dance Revolution, a game in which players must coordinate their steps with the music and the directions on-screen.

Video games have incorporated music since the early days of the format as a means of establishing mood and providing feedback to players. With video game soundtracks sometimes rivaling the breadth and quality of film scores, ludomusicology — the study of video game music — has become an area of special interest to music theorists.

Early Video Game Music

Atari's Pong, released in 1972 as the first widely manufactured arcade video game, included simple sound effects but no musical soundtrack. The first video game to feature a continuous soundtrack was Taito's 1978 game Space Invaders, which featured a repeated four-note descending scale which increased in tempo as the gameplay progressed.

Most early arcade units included sound chips like General Instrument's AY-3-8910, which were limited to playing three sounds at once, each one limited to a few different timbres. Composers would create the illusion of greater polyphony by having a single voice alternate between two different pitches hundreds of times per second, and would combine the available options in innovative ways to increase the diversity of timbres in a particular game.

Home Consoles

Products like the Atari 2600 in 1977 and the Nintendo Entertainment System in 1983 brought video gaming into the home and used a system where the central processing unit, graphics, sound and input controls were housed in the console itself, and game programs were stored as ROM cartridges. Nintendo's console used the RP2A03 or RP2A07 sound processors manufactured by Ricoh, which provided 5 timbre-specific sound channels.

A diagram showing components of the RP2A03 sound processor. Sound generators one and two are pulse wave generators, with a range from A0 to B7, and settings available for frequency, volume and pulse width. Generator three is a sine and triangle wave generator, with a range from A1 to B6 and settings available for frequency and wave type. Generator four is a noise generator, with settings for frequency and envelope, and generator five is a PCM sampler, with a range from C1 to C4 and settings for frequency and sample data. All five generators are shown connecting to an on-chip mixer, which is in turn connected to an off-chip speaker.
Figure 1: A diagram showing the five sound generators of the Ricoh RP2A03 processor, used in the Nintendo Entertainment System.

Because of the considerable hardware and software limitations imposed by early consoles, composition involved not only artistic capabilities but experience in electronic sound design and computer programming, since creating even a relatively simple score often the meticulous balance and interplay of a available sound channels and careful use of very limited storage space and processor resources.

Chiptune

The popularity of home game consoles, early personal computers like the Commodore 64, and portable systems like the Nintendo Gameboy created a culture which persevered even as gaming products became more advanced. A notable aspect of this culture is chiptune music, which features music arranged or written for primitive video game sound generators, performed either using software emulators or by connecting keyboards and sequencers to the chips themselves.

Two members of the band Freezepop sing and play synthesizers on an outdoor stage with a windowed building in the background.
Figure 3: Freezepop members Liz Enthusiasm, left, and Christmas Disco-Marie Sagan perform in Harvard Square, Boston, in 2015. A popular chiptune band, Freezepop's early music was written for the Yamaha QY70, a synthesizer similar to the sound processor of the Nintendo Gameboy.

Some chiptune artists, like the group 8 Bit Weapon, use only the sounds generated by early sound processors in their music; others, like the band I Fight Dragons, combine video game sounds with traditional rock instruments like electric guitar, modern synthesizers, and drums.

Modern Video Game Music

Thanks to the use of larger-format media like DVDs and cloud storage, most modern video games — even those which use chiptune music for nostalgic effect, like independent developer and composer Toby Fox's 2015 game Undertale — store music as complete digital audio files rather than sending sequenced music to a sound chip. As a result, game designers can include much more elaborate soundtracks, often recorded using full orchestras or folk instruments and professionally produced.

While video games will occasionally use prewritten music — Firaxis Games' 2005 video game, Civilization IV, uses music appropriate to the current time period by composers such as Johannes Ockeghem and Antonín Dvořák — most video games feature music written originally for the game itself.

Music modern video games will often change depending on the game situation, and can provide feedback for the player in different ways.

Cut Scenes

Modern video games will often include intermediary segments of animation or live action as a means of advancing the overall plot of the game. These segments, called cutscenes, do not involve any player control, and will sometimes appear while upcoming levels are being loaded into short term memory.

Because these scenes have predetermined lengths, accompanying music can be scored using traditional film or television techniques.

Figure 4: The opening cutscene from the 2016 FromSoftware video game Dark Souls III. This scene, which provides the background for the plot of the game, features a dense choral score written by Japanese composers Yuka Kitamura and Motoi Sakuraba.

Urgency

During game play, background music can help create a sense of urgency as a means of prompting the player toward certain action. A well-known example of this occurs throughout the many games in Nintendo's Mario Kart series: game play consists of three laps on a looped race course, and upon the reaching the final lap, a fanfare is played and the tempo of the background music is increased for the remainder of the race.

Figure 5: The final boss level in the 2004 Konami video game Metal Gear Solid 3: Snake Eater. In this level, the player has 10 minutes to defeat the villain, known as "The Boss". The game's soundtrack, composed by British composer Harry Gregson-Williams fades in to mark five minutes of remaining time. (Content warning: gun violence)

Progress

A game's soundtrack can provide feedback to the user regarding progress toward a certain goal. For example, in the 2015 Square Enix game Final Fantasy XV, the final battle to defeat Loqi Tummelt in the MA-X Cuirass armored suit features music composed by Japanese composer Yoko Shimomura which occurs in stages: a loop that plays during the primary battle, a loop that plays when the armor is nearly destroyed, and a segment which plays when Tummelt is defeated.

Location

Some modern video games are open world games, where the player is not restricted to a particular guided path but instead has the ability to wander the game's world freely. These games will often make use of soundtracks that are dependent on location. In Manaka Kataoka, Yasuaki Iwata and Hajime Wakai's soundtrack for the 2017 Nintendo game The Legend of Zelda: Breath of the Wild, towns in the game's world each have a unique soundtrack which begins when the player crosses a set boundary outside of the town, and which increases in volume as the player nears the townsite. Each town's soundtrack contains a day version and a night version, which segue seamlessly at dusk and at dawn. Once the player exit's the town's boundary, the soundtrack reverts to an aleatoric texture consisting of sporadic piano figures.

Rhythm Games

Rather than using music to create ambience or provide low-level feedback, rhythm games focus the gameplay on the music itself, requiring the player to respond to or anticipate audio events. These games often make use of special equipment, such as a guitar-shaped controller for Harmonix' 2005 game Guitar Hero and 2007 game Rock Band, or a large floor surface for Konami's 1998 game Dance Dance Revolution. Other rhythm games, such as Ubisoft's Just Dance, make use of potentiometers built into the standard game controllers to follow the player's movements.

A close-up view of the neck of the guitar-shaped Guitar Hero controller. Instead of strings, the neck of the controller features five multicolored buttons.
Figure 6: The controller for Harmonix' 2005 game Guitar Hero. To succeed in the game, players music press the colored controller buttons in a rhythmic sequence synchronized with the music as directed by prompts on the screen.

Structure

The unique challenge of writing for video game music is managing time flexibility, since the length of time a player spends in a particular environment will vary among players and among individual gaming sessions.

Playlists

Rather than having a soundtrack that is directly influenced by the player's actions, some games instead employ a playlist of discrete recorded tracks. The 2015 Psyonix game Rocket League, in which players drive cars in a soccer-like game, features a soundtrack of more than 40 EDM pieces recorded by artists like Slushii and Infected Mushroom.

Looping

The most common method employed by game composers is looping: the composition of passages which can repeat indefinitely without interruption. Short loops require less memory storage, but can become monotonous and even distracting for the player. Longer loops allow for increased interest and engagement, but require more memory storage.

One challenge with looping music in video games is handling transitions between pieces. Some games might transition to the new music immediately based on the player's actions, causing a break in the flow of the piece. This is often done with a short transition passage, written in a way which embraces the interruptive nature. In other games, the transition may be designed to segue smoothly from the end of the music loop, and the system need only wait until the current loop has completed before transitioning into the new piece.

Layering

An effective method of handling transitions is to construct a single looped soundtrack that is comprised of several channels or layers, with different combinations of channels present in a given environment. The 1998 Rare game Banjo-Kazooie incorporates this method, with 8 sequenced tracks written by British composer Grant Kirkhope to be combined based on the player's location and whether or not they are underwater or above ground.

Video Game Music: Summary

  • Video games in the late 20th century often used sequenced music using a built-in sound processor.
    • Early sound processors were limited by the types of sounds they could produce and the number of sounds they can play at once.
    • Modern chiptune artists incorporate sound from early video game systems in their music, or arrange music using only the sounds available to early consoles.
  • Modern video games incorporate prerecorded music as digital audio files.
  • Music can be used in video games to provide ambience or player guidance and feedback.
    • Cut scenes are intermediary segments where the player does not have control, and may be scored using traditional media music techniques.
    • Music may provide an indication of urgency to the player; for example, an increase in tempo may indicate that the player is running out of time to complete a level.
    • Music may indicate progress toward a particular target or signify the completion of a goal.
    • Music may help establish a different atmosphere for various locations within the game world.
    • Rhythm games are built around music, requiring the player to react or anticipate musical events such as downbeats or chord changes.
  • Some games use a playlist of curated music to provide background music for gameplay.
  • Game soundtracks often make use of looping, the composition of a piece of music which can repeat continuously without a perceivable break in melodic or rhythmic flow.
    • Looped soundtracks can handle transitions between pieces by making an abrupt change or by waiting for the loop to complete before moving to a transitory passage.
    • By designing a multitracked loop in which only particular tracks are used for a given location, a game soundtrack can follow a player's location without needing specially designed transitions.

Exercises

Exercise 1: Creating a Layered Game Score