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Interactive music : ウィキペディア英語版
Dynamic music

In video games, dynamic music (or adaptive or interactive music) is where specific events cause the background music to change.
==History==
Dynamic music was first used in the video game ''Frogger'' by Konami (1981), where the music would abruptly change once the player reached a safe point in the game.
After this, its next uses in major video games were ''Wing Commander'', ''Monkey Island 2: LeChuck's Revenge'' and ''Ultima Underworld: The Stygian Abyss''. It has since been used in such games as ''Mushroom Men'' and ''Guitar Hero''.
Many of LucasArts' games used the iMUSE dynamic music system, from ''Monkey Island 2''onwards and including games like ''Dark Forces'', ''Star Wars: TIE Fighter'', ''Full Throttle'' and ''Grim Fandango''. The iMUSE system is notable in that it segues seamlessly between different pieces of music rather than having an abrupt cut.
Later games which made notable use of similar dynamic music systems include the ''Deus Ex'' and ''Freespace'' series of games.
It is also a staple of the role-playing game genre, often being used to change the music when the player is in combat, such as in ''The Elder Scrolls III: Morrowind''.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Dynamic music」の詳細全文を読む



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