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Re:Understanding LucasArts' iMUSE System by i_v on Monday May 12, 2025 @08:09PM (#43968617)
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.
Re:Understanding LucasArts' iMUSE System by canpan on Monday May 12, 2025 @08:14PM (#43968639)
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, ...).
Re:Understanding LucasArts' iMUSE System by all2 on Monday May 12, 2025 @08:20PM (#43968666)
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.
Re:Understanding LucasArts' iMUSE System by alabastervlog on Monday May 12, 2025 @08:39PM (#43968743)
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.