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Epic AND Interactive Music in
FINAL FANTASY XV
Sho IwamotoAudio Programmer / Square Enix
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Interactive musics in FFXV
Tools and techniques
Synchronization issues
What I will talk today
How to compose epic musics
What I will NOT talk today
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Sho Iwamoto Audio Programmer at Square Enix since 2014
MAGI system developer
Designing and implementing interactive music system for Final Fantasy XV
Who am I
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EPIC VS
INTERACTIVE
Challenge
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Epic
Memorable
lots of Concerts
has Strong melody line
one of the Sales points
FINAL FANTASY MUSIC
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MUSIC IN FINAL FANTASY XVfor wide & seamless gameplay
Goal
EPICAND
INTERACTIVE
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Not to reduce repetition
but to enhance the emotional experience
Make transitions musical as much as possible
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Concept Design Features
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Bidirectional change
use Vertical remixing
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Unidirectional progress
use Horizontal resequencing
Concept Design Features
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Vertical Remixing Chocobo Riding
Fishing
Outposts (Hammerhead, Gardin Quay, Lestallum, Cape Caem, etc...)
Horizontal Resequencing Astral Summons
Boss Battles (VS Loqi, Titan, Leviathan, Ifrit, etc...)
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Concept Design Features
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Intro
MAGIVertical remixing
Horizontal resequencing
Synchronization
Conclusions & Future
Music API for Gaming Interaction1, Features
2, Authoring Tool
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Enables vertical/horizontal transition
Allows any tempo, time signature and their changes MIDI import (auto set up tempo/meter)
Easy to use
Features of MAGI
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AuthoringToolfor
MAGI
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Intro
MAGI
Vertical remixingHorizontal resequencing
Synchronization
Conclusions & Future
“Mode” Transition1, Chocobo
2, Gardin Quay
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Each mode has layer volumes
volume, pitch, LPF
transition parameters fade time, fade offset, fade curve type, sync type
“Mode” is
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Speed based mode transition
1, Chocobo
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Different transition time for each mode from Run to Walk(may be not intentional) : long transition
4 bars
from Walk to Run(mostly intentional) : short transition 6 units = 1.5 beat
1, Chocobo - implementation
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Pros not being messy
quick feedback when start running
Cons few chance to hear slow version
(except for swimming)
1, Chocobo - Pros and Cons
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Position based mode transition
2, Gardin Quay
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Transition on musical timing
wait for next 2 bar (no problem)
2, Gardin Quay - implementation
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Transition techniques
Different transition time for each mode (Chocobo)
Transition on musical timing (Gardin Quay)
Wrap up - “Mode” transition
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Intro
MAGI
Vertical remixing
Horizontal resequencingSynchronization
Conclusions & Future
“Section” Transition1, Tempo & Time signature changes
2, Custom Sync Points
3, Pre-end section
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“Section”
makes Musical progression has Transition parameters
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Situation based transition (linear)
End music in sync with the game
Boss Battle
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Section transition - challenges
Time signature &
Tempo changesCustom Sync Points Pre-end section
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Case : Invidia (vs Loqi) Mix of 3/4 and 4/4
Case : Omnis Lacrima (vs Boss Monster) Many ritardandos
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Time signature &
Tempo changesCustom Sync Points Pre-end section
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Every beat/bar/grid couldn’t work
Customize sync point for each songenables musical transition
may have to wait 16 bars (about 14sec)
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Time signature &
Tempo changesCustom Sync Points Pre-end section
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“Main Loop” “Pre-end” “End” structure
“Main loop” to “Pre-end” : Music first
“Pre-end” to “End” : Synchronization first
Main Loop section
Pre-end section
End section
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Time signature &
Tempo changesCustom Sync Points Pre-end section
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Epic music that has strong melody line needs1. Tempo & Time signature changes support
2. Custom Sync Points
3. Pre-end section
Wrap up - “Section” transition
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Intro
MAGI
Vertical remixing
Horizontal resequencing
SynchronizationConclusions & Future
1, VS Leviathan
2, VS Ifrit
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Spoiler Alert!
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Tornado happens : transition to Pre-end
Ending scene starts : transition to End
VS Leviathan - Overview
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VS Leviathan - Synchronization
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Long version
VS Leviathan - Comparison
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Short version
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Ifrit gets “serious” mode : transition to Pre-end
Ending scene starts : transition to End
VS Ifrit - Overview
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VS Ifrit - Synchronization
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VS Ifrit - “Hellfire”
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Be considerate of Durations Duration of transition
Duration of loop
Duration of cutscene
Duration of gameplay
Duration of player’s emotional change
Wrap up - Synchronization
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Intro
MAGI
Vertical remixing
Horizontal resequencing
Synchronization
Conclusions & Future
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Epic music that has strong melody line Needs any tempo/time signature support
Needs Custom Sync Points
Use pre-end section to synchronize with game
Be considerate of durations of transition, gameplay, emotion, etc...
Conclusions
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Custom transition “destination”
“Interactive VS short loop” problem
More interactive music features :)
Future
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Sho IwamotoEmail: [email protected]/Facebook: @geekdrums
Q&A
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Special ThanksYoko Shimomura Main ComposerTetsuya Shibata ComposerYoshino Aoki ComposerYoshitaka Suzuki Additional ComposerShota Nakama Additional ComposerMitsuhiro Ohta ArrangerKeiji Kawamori Music SupervisorToru Osanai Music Planner
and All Staff of FINAL FANTASY XV
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