Description
Sequence Music Engine is a lightweight adaptive music middleware for video games and interactive installations. The engine is a result of collaboration with Jan Valta.
It is capable of handling ingame adaptive music of large videogames, including open-world role-playing games. It is a viable alternative to Wwise and FMOD Studio. It is built with seamless transitions between tracks in mind.
Main Features
- Unlimited soundtrack length
- Logic expression-driven selection of scenes
- Fully customizable resequencing
- Seamless transitions (shown above) and Beat-sychronized transitions between scenes
- Beat-synchronized transitions inside the scenes
- Fully customizable reorchestration (layering)
- Music authoring tool available
Specifications
- CryEngine, Unreal Engine, FMOD Studio, and Unity integrations available upon request
- Compatible platforms: Windows, PS4, PS5, XBOX 1, XBOX Series X, JavaScript
- Implementation of custom platforms possible
- Source code available to all projects
Licensing
Licenses are issued per title and are valid for all platforms. License for Sequence Music Engine comes with expert support of the system creators who also may provide the technical as well as dramaturgical music design and implementation.
Demonstration
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