48 lines
1.8 KiB
Markdown
48 lines
1.8 KiB
Markdown
---
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title: "Adaptive Music"
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type: concept
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tags: [game-audio, music, middleware]
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sources: [game-audio-engineer]
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last_updated: 2026-04-26
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---
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## Aliases
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- Adaptive Game Music
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- Dynamic Music System
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- Interactive Music
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## Definition
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由游戏状态参数(如 CombatIntensity、Tension、Health)驱动的动态音乐系统。通过音频中间件(FMOD/Wwise)的参数 API,实时调整音乐层切换、混音比例和编曲元素,无需硬切。核心原则:**tempo-synced 转换**(与节拍对齐)和**玩家感受而非意识到**。
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## Core Mechanism
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### Tension Parameter(0.0–1.0)
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| 值 | 游戏状态 | 音乐响应 |
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|----|---------|---------|
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| 0.0 | 无敌人/探索 | 仅基础探索层,可无限播放不疲劳 |
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| 0.3 | 警戒状态 | 鼓点进入 |
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| 0.6 | 主动战斗 | 完整编曲 |
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| 1.0 | Boss/危机 | 最高强度层 |
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**来源驱动**:AI threat level aggregator script
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**更新频率**:每 0.5 秒(lerp 平滑)
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### Music Transition Rules
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- 必须 tempo-synced(量化为最近节拍边界)
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- 禁止 hard cuts(除非设计明确要求)
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- Stem-based horizontal re-sequencing 优先于 vertical layering(内存效率)
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- 始终保留 neutral/exploration 层可独立无限播放
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## Connections
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- [[SpatialAudio]]:自适应音乐也需要空间化处理(3D 定位音乐会随玩家位置变化)
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- [[AudioMiddleware]](FMOD/Wwise):提供参数 API 驱动的实时音乐控制
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- [[game-audio-engineer]] ← authored_by ← [[GameAudioEngineer]]
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## Related Concepts
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- [[SpatialAudio]]:空间化音效,与自适应音乐共享中间件架构
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- [[ProceduralAudio]]:程序化音频可作为自适应音乐的补充层
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## Sources
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- [[game-audio-engineer]]:完整规范包括 CombatIntensity 参数映射表、音乐集成五阶段流程
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