Music Theory in the Sounds of “2048 Infinite – The Circle of Fifths”

June 27th, 2014

music-theory-2048-infinate

The trouble with implementing the sounds in “2048 Infinite – The Circle of Fifths” is that the circle of fifths is a natural tone row. Nothing against tone rows, but it’s not necessarily something people want to hear the entire time they are playing a game. Therefore, it wasn’t a simple matter of having an octave of available sounds to play when the tiles merge. There had to be a logical organization in the orchestration of the chords being formed in order to be palatable to a wide audience. Using some music theory, we found that the solution was to change the bass depending what range of notes the game needed to use.

The way that 2048 Infinite had to be adapted from the original 2048 necessitated that no more than 10 of the 12 different keys be on the board at a time. By the time the player finishes the first circle, there are up to 6 keys displayed. This means that in order for the game to make sounds, it might have to play an F and an F-sharp at the same time without logical tonal harmonic support. Unless, of course, you change the bass note to something the tonicizes the pitch necessary to maintain the impression that a tonal scale is being used.

Using Music Theory to “Set the Mode”

As popular as the Ionian (major) scale is, it’s on the edge of the spectrum when it comes to tension in the church modes. Without a composer asserting his/her total control over it, it can sound sloppy. In the hands of a computer using an algorithm, it can be quite unruly without needlessly complicated logic. The better choice was to tonicize the music using the Aeolian (minor) mode. In 2048 terms, to make the 16 tile the root of the chord.

But why stop there? We then changed that sound to strings to make the music more interesting. But then the bass sounded too exposed, so we let a few other random sounds be strings too.

And that’s how you use music theory to make a tone row tonal.


Music Theory in the Sounds of "2048 Infinite – The Circle of Fifths"

June 27th, 2014

music-theory-2048-infinate

The trouble with implementing the sounds in “2048 Infinite – The Circle of Fifths” is that the circle of fifths is a natural tone row. Nothing against tone rows, but it’s not necessarily something people want to hear the entire time they are playing a game. Therefore, it wasn’t a simple matter of having an octave of available sounds to play when the tiles merge. There had to be a logical organization in the orchestration of the chords being formed in order to be palatable to a wide audience. Using some music theory, we found that the solution was to change the bass depending what range of notes the game needed to use.

The way that 2048 Infinite had to be adapted from the original 2048 necessitated that no more than 10 of the 12 different keys be on the board at a time. By the time the player finishes the first circle, there are up to 6 keys displayed. This means that in order for the game to make sounds, it might have to play an F and an F-sharp at the same time without logical tonal harmonic support. Unless, of course, you change the bass note to something the tonicizes the pitch necessary to maintain the impression that a tonal scale is being used.

Using Music Theory to “Set the Mode”

As popular as the Ionian (major) scale is, it’s on the edge of the spectrum when it comes to tension in the church modes. Without a composer asserting his/her total control over it, it can sound sloppy. In the hands of a computer using an algorithm, it can be quite unruly without needlessly complicated logic. The better choice was to tonicize the music using the Aeolian (minor) mode. In 2048 terms, to make the 16 tile the root of the chord.

But why stop there? We then changed that sound to strings to make the music more interesting. But then the bass sounded too exposed, so we let a few other random sounds be strings too.

And that’s how you use music theory to make a tone row tonal.


Ear Training Game – It’s Really That Easy

June 11th, 2014

Why the Ear Train-A-Tizer Is My Favorite Ear Training Game.

The problem with ear training games is that they’re just not gamey enough. Throughout my first two years or so at Cornerstone, I enjoyed using an ear training game for my basic musical development. But it just seemed too academic. More like homework and less like the game it seemed like it was trying to be. It also wasn’t free…

ear-training-game

My favorite ear training game to date.

Music Interactive’s first attempt at making an ear training game was the Ear Train-A-Tizer. I like it because it gets straight to the point of what an ear training game should be. It has a score, levels, time limits, and teaches the user how select the correct answers. It gets progressively harder and even has bonus levels! But It lacks graphics and hand to eye coordination. It’s fun, but it could be more fun. It needs lasers and jumping. Something sweet.

But for now, it’s what we’ve got and it’s great! Here at Music Interactive our goal is to make your musical abilities develop as quickly and effortlessly as possible. The Ear Train-A-Tizer is a great way to help you learn how to identify sounds. To the best of my knowledge, it’s the best ear training game out there to date. It’s currently only browser based and works best in Google Chrome…But it’s also free!


Ear Training Game – It's Really That Easy

June 11th, 2014

Why the Ear Train-A-Tizer Is My Favorite Ear Training Game.

The problem with ear training games is that they’re just not gamey enough. Throughout my first two years or so at Cornerstone, I enjoyed using an ear training game for my basic musical development. But it just seemed too academic. More like homework and less like the game it seemed like it was trying to be. It also wasn’t free…

ear-training-game

My favorite ear training game to date.

Music Interactive’s first attempt at making an ear training game was the Ear Train-A-Tizer. I like it because it gets straight to the point of what an ear training game should be. It has a score, levels, time limits, and teaches the user how select the correct answers. It gets progressively harder and even has bonus levels! But It lacks graphics and hand to eye coordination. It’s fun, but it could be more fun. It needs lasers and jumping. Something sweet.

But for now, it’s what we’ve got and it’s great! Here at Music Interactive our goal is to make your musical abilities develop as quickly and effortlessly as possible. The Ear Train-A-Tizer is a great way to help you learn how to identify sounds. To the best of my knowledge, it’s the best ear training game out there to date. It’s currently only browser based and works best in Google Chrome…But it’s also free!


Counterpoint Generated in Upbeat Bird

June 9th, 2014

The counterpoint in the music generated by Upbeat Bird was the most difficult (and most fun) part of designing the game. Initially, I programmed the bass line and bird to be completely independent and randomized. The bass selected random notes from the 8 available (one complete octave of a major scale). The bird played a random note selected from a corresponding pentatonic scale. The result was acceptable, but I really wanted more out of the game. I also wanted the make sure that the music in the game was good. After all, it is a game designed to make the user better at music.

kitten-counterpoing

The bird goes up and the bass goes down.

Getting Spontaneous Good Counterpoint

Getting a logical bass line was the easy part. I simply gave the program a few options to choose from depending on which note was being played. The result was good counterpoint in the single bass line. The hard part was getting the bird to choose a logical note based upon what the bass line was going to do. This required a bit of time travel. Good counterpoint requires knowing what the bass line has done and is going to do. Long story short, I had to completely reprogram when and how the bass line was generated.

upbeat-bird-counterpointThe general rules are fairly simple (it was the details that got complicated). If the bass is about to go up, the bird will play a lower note. If the bass is about to go down, the bird will play a higher note. If the bird can’t go higher, it leaps down. If the bird can’t go lower, it will leap up. This follows the most general rules of good counterpoint. The bird also uses the three pentatonic scales that go along with the key being used. The scale being used changes depending on the bass. This further enhances the lines the bird makes.

Try Tapping Like a Madman!

If you’re ever bored with general game-play, try just tapping your iPhone like crazy! It sounds pretty sweet. Beautiful counterpoint. Something for this composer/amateur programmer to be proud of!

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