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Understanding LucasArts' iMUSE System

kjander79

The iMuse system really is remarkable. Games like X-Wing took great advantage of the features, when a Star Destroyer jumps into the game the music would seamlessly transition to the imperial March and it felt just like being in the movies. I don't think any modern system even tries to do those seamless transitions from one music piece to another.

One thing I wonder about .. he mentions CD-audio (Redbook?) as being one capability of the system. But the CD-Audio games like X-Wing vs Tie Fighter were much more limited in that sense. You'd literally just hear the music switch to the new track. And the Force Unleashed, the last game that used iMuse, wasn't particularly remarkable if memory serves. I wonder if that was a limitation they just couldn't quite make as seamless?

I figure today you could do it, with a "virtual MIDI" system using MP3 audio of individual instrument sounds ..

Edited to add: that last sentence is essential what a DAW provides.

gmueckl

Games today feature dynamic music with loops and transitions and individual stems that can be remixed at runtime. One prominent example (to me, at least) is "Take Control" playing over the Ashtray Maze in Control. This sounds like an absolutely seamless prog metal song while playing, but it is actually highly reactive to the gameplay - the rapid-fire sequence of battle arenas and fast paced corridors. The player stays in absolute control of the pacing the whole time.

modeless

X-Wing just had great music. Even the original stuff was great. The music for the training run was perfect.

Modern games have similar reactive music systems but I've never heard one I felt was better than X-Wing's. They got it right on the first try.

gmueckl

A music player that is able to change the music dynamically is neat in itself, but to me the true story behind systems like these is the tools and processes used to create the content for them. Making a technical system approachable to a creative mindset is at least as much of a challenge as the system itself.

iMUSE was used for some really beautiful music in its time, so LucasArts had this figured out. But I'd be curious to learn how they did it.

i_v

I was obsessed with the idea of music production as an engine within a game a long time ago. It was just something I came across in passing when I read about how Elder Scrolls Online created a soundtrack in a similar manner. This resurfaced in my mind again when I started digging into Suno and other AI-generated music recently and it's kind of fun to wonder what'll be possible with storytelling in games and visual novels with the ability to limitlessly adapt and change based on player interactions.

canpan

If I remember correctly, another game with a similar music system is Deus Ex from 2000. It is pretty approachable. If you own a copy, open any of the s3m music files in your favorite mod tracker editor. Each song file contains multiple versions of song sequences, depending on the mood (idle, battle, ...).

all2

I remember reading a PC Magazine article about Rogue Squadron for the N64. Apparently it was one of the first games to feature a context specific soundtrack.

alabastervlog

First one I remember it in was X-Wing (1993), five years before Rogue Squadron. Looks like Monkey Island 2 (1991) was the first to use the system. Dark Forces used it, too.

riotnrrd

I worked with Nick back in the ILM R&D group. He's an incredibly kind man and one of the best developers I've ever met; truly a genius.