Sequence Music Engine | Adam Sporka Home Page

Sequence Music Engine

Description

Sequence Music Engine is a lightweight adaptive music middleware for video games and interactive installations.

Sequence Music Engine can be used in large open-world role-playing games with non-linear story and complex gameplay. It is a viable alternative to Wwise and FMOD Studio.

Sequence Music Engine is built for seamless transitions between pieces, respecting their musical phrases, rhythmic structures, and harmonic flow. Ideal for orchestral music. The engine is a result of collaboration with Jan Valta.

Sequence Music Engine drives the in-game music in Kingdom Come: Deliverance I and Kingdom Come: Deliverance II (Warhorse Studios).

Main Features

  • Unlimited overall length of your game soundtrack
  • Logic expression-driven selection of pieces of music
  • Fully customizable resequencing
    • Seamless transitions (shown above) and Beat-sychronized transitions between pieces of music
    • Beat-synchronized transitions inside the compositions
  • Fully customizable reorchestration (layering)
  • Music authoring tool available
  • Complex tempo maps support (variable beat signatures, changing BPM, ritardandos, accelerandos, ...)

Specifications

  • CryEngine, Unreal Engine, FMOD Studio, and Unity integrations available upon request
  • Compatible platforms: Windows, PS4, PS5, XBOX 1, XBOX Series X, JavaScript, Nintendo Switch
  • Implementation of custom platforms possible
  • Source code available to all licensees

Licensing

Licenses are issued per title and are valid for all platforms. License for Sequence Music Engine comes with expert support from its creators who also may provide the technical as well as dramaturgical music design and implementation.

 

Demonstration

For best results, please watch this video on full screen at 1080p resolution:

Used in

In Media

pcgames.de: Kingdom Come: Deliverance - Interview-Special Teil 4 - Soundeffekte, Musik und Klangbild

gamemusic.net: Jan Valta and Adam Sporka – we decided to sit down and implement our own technology for adaptive music

Adam J. Sporka & Jan Valta (2017) Design and implementation of a non-linear symphonic soundtrack of a video game, New Review of Hypermedia and Multimedia, 23:4, 229-246, DOI: 10.1080/13614568.2017.1416682

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