The paper below discusses the implementation of space as a part of musical composition and performance itself. They quote examples from Berlioz to Xenakis. Their very first figure illustrates different compositional approaches between frequency, time and space. Since I'm approaching this from an approach of games, I started thinking about how I could take a 3D, open world space that a player is allowed to navigate. Assuming they are only walking (nullifying the z-axis (height) for now), what would a program look like that would calibrate different areas of the space to play corresponding sections of a particularly designed piece. Different paces could be interpreted as subtly different tempos, sections of the map could correlate to different keys, and certain actions or minigames could affect articulation.
Paper by Boren,Braxton and Musick, Michael (so much alliteration)
http://hdl.handle.net/2027/spo.bbp2372.2018.007
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