摘要:
Described herein are techniques for synthesizing waves (e.g., audio waveforms) at various frequencies. For example, techniques described herein may be used to render musical notes by generating audio waveforms. According to some embodiments, the techniques generate a wave table for an audio waveform based on a set of partial waveforms. The system determines a set of notes with a corresponding entry in the wave table and determines a set of partials for each note. The system renders, for each note, an associated waveform comprising the associated number of partials for the note from the set of partial waveforms.
摘要:
Described herein are techniques for adjusting notes of a first musical piece based on chord data of a second musical piece. A first musical piece is accessed, wherein the first musical piece comprises a plurality of notes. Chord data associated with a second musical piece is accessed. One or more of the plurality of notes are compared to the chord data. An aspect of the one or more of the plurality of notes is changed based on the comparison.
摘要:
The present disclosure relates to an apparatus, system, and method that allow non-musicians to compose and perform a musical composition. Although some existing electronic devices can provide a virtual environment to compose and play musical sound digitally, manipulating such a virtual environment can be difficult and may require specific software expertise, as well as knowledge of music theory. The present disclosure provides a platform that facilitates the creation of a musical composition without such software expertise or knowledge of music theory. The platform models a musical composition as a simultaneous playback of one or more musical contents. The platform allows players to control or modify one or more of the plurality of musical contents to generate or synthesize a musical composition.
摘要:
The present disclosure is directed at systems, methods, and apparatus for implementing a rhythm-action game having an improvisational fill feature. The rhythm-action game can provide a musical track having at least one section that can be varied. The rhythm-action game can also provide a database having a plurality of fills, wherein each fill includes a soundtrack and a set of cues. During run-time, the rhythm-action game can select, for each section in the musical track that can be varied, a fill from the plurality of fills. In some embodiments, this selection can be based on various characterizing parameters to ensure that the fill is a good fit for the musical track. The rhythm-action game can also display a set of visual cues associated with the selected fill, and to evaluate whether received user input substantially corresponds to the displayed cues.
摘要:
Disclosed are techniques for preventing extraction of original audio tracks from a song. The techniques are executed on a game platform and involve providing a first and second audio track representing parts of a musical composition, mixing the first audio track and the second audio track to provide a mixed audio track, generating an audio modification data comprising a series of substantially random audio modifiers, and then modifying, before playback, the mixed audio track based on the audio modification data to provide a modified mixed audio track, such that subtracting the second audio track from the modified mixed audio track produces a third audio track with an audibly detectable deviation from the first audio track.
摘要:
The invention provides a realistic drum experience in a video game. It operates in the context of a video game platform in communication with a display and a drum controller having at least one cymbal and at least one drum pad. It involves determining if a cue to be displayed on the display in a particular sub-lane should be a cue indicating a cymbal input or a cue indicating a pad input. Then, the cue is displayed in the particular sub-lane, indicating the cymbal input or pad input (dependent on the previous determination). Then, input is received from the player via the drum controller; and the input is given a first score if the input was a cymbal input associated with the particular sub-lane and the input is given a second score if the input was an input other than a cymbal input associated with the particular sub-lane.
摘要:
A player may interact with the game and cooperate or compete with other players by executing specific dance moves in synchrony with music content. The player's avatar may be animated to perform dance moves. Upper body movements may be controlled by how well the player executes the indicated dance moves or they may be predetermined for certain points in the music content. In embodiments in which the gaming platform is provided with a camera, the camera may be used to capture movements of the player. Methods also provide real-time musical interaction among a plurality of players connected via a network includes the steps of receiving input from a local player representing a musical performance, receiving second music performance data from a remote player, creating emulation data representing the remote musical performance, and using the emulation data to generate a local approximation of the remote musical performance.
摘要:
Described are methods, systems, and apparatuses, including computer program products, for preventing an unintentional deploy of a bonus in a video game. In one aspect this is accomplished by displaying, on a display in communication with a game platform, a target music data of a musical composition. The game platform receives a music performance input data via the microphone, and also determines if the music performance input data has a predetermined degree of matching with a vocal cue. If so, the performance input data is prevented from executing an improvisation deploy.
摘要:
Described are methods, systems, and apparatuses, including computer program products, for scoring a musical performance after a period of ambiguity in a rhythm-action game. This is accomplished by displaying a first target music data and a second target music data where the first target music data's tolerance threshold overlaps with a second target music data's tolerance threshold. When a music performance input data is received, the game platform determines if the music performance input data is within both tolerance thresholds. Then scores are determined, based on a degree of matching between the music performance input data and the first target music data and between the music performance input data and the second target music data. The game platform then assigns the music performance input data to whichever target music data has the higher score when the difference between the first and second scores is greater than a predetermined value.