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Video game music (or VGM) is the
soundtrack A soundtrack is recorded music accompanying and synchronised to the images of a motion picture, drama, book, television program, radio program, or video game; a commercially released soundtrack album of music as featured in the soundtrack o ...
that accompanies
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s. Early video game music was once limited to sounds of early
sound chips A sound chip is an integrated circuit (chip) designed to produce audio signals through digital, analog or mixed-mode electronics. Sound chips are typically fabricated on metal–oxide–semiconductor (MOS) mixed-signal chips that process a ...
, such as programmable sound generators (PSG) or
FM synthesis Frequency modulation synthesis (or FM synthesis) is a form of sound synthesis whereby the frequency of a waveform is changed by modulating its frequency with a modulator. The frequency of an oscillator is altered "in accordance with the amplitude ...
chips. These limitations have led to the style of music known as
chiptune Chiptune, also known as chip music or 8-bit music, is a style of synthesized electronic music made using the programmable sound generator (PSG) sound chips or synthesizers in vintage arcade machines, computers and video game consoles. The t ...
, which became the sound of the first video games. With technological advances, video game music has grown to include a wider range of sounds. Players can hear music in video games over a game's title screen, menus, and gameplay. Game soundtracks can also change depending on a player's actions or situation, such as indicating missed actions in
rhythm game Rhythm game or rhythm action is a genre of music-themed action video game that challenges a player's sense of rhythm. Games in the genre typically focus on dance or the simulated performance of musical instruments, and require players to pres ...
s, informing the player they are in a dangerous situation, or rewarding them for specific achievements. Video game music can be one of two kinds: original or
licensed A license (or licence) is an official permission or permit to do, use, or own something (as well as the document of that permission or permit). A license is granted by a party (licensor) to another party (licensee) as an element of an agreeme ...
. The popularity of video game music has created education and job opportunities, generated awards, and led video game soundtracks to be commercially sold and performed in concerts.


History


Early video game technology and computer chip music

At the time video games had emerged as a popular form of entertainment in the late 1970s,
music Music is generally defined as the art of arranging sound to create some combination of form, harmony, melody, rhythm or otherwise expressive content. Exact definitions of music vary considerably around the world, though it is an aspect ...
was stored on physical medium in
analog Analog or analogue may refer to: Computing and electronics * Analog signal, in which information is encoded in a continuous variable ** Analog device, an apparatus that operates on analog signals *** Analog electronics, circuits which use analog ...
waveforms such as
compact cassette The Compact Cassette or Musicassette (MC), also commonly called the tape cassette, cassette tape, audio cassette, or simply tape or cassette, is an analog magnetic tape recording format for audio recording and playback. Invented by Lou Ottens ...
s and
phonograph record A phonograph record (also known as a gramophone record, especially in British English), or simply a record, is an analog sound storage medium in the form of a flat disc with an inscribed, modulated spiral groove. The groove usually starts nea ...
s. Such components were expensive and prone to breakage under heavy use, making them less than ideal for use in an
arcade cabinet An arcade cabinet, also known as an arcade machine or a coin-op cabinet or coin-op machine, is the housing within which an arcade game's electronic hardware resides. Most cabinets designed since the mid-1980s conform to the Japanese Amusement Ma ...
, though in rare cases such as ''
Journey Journey or journeying may refer to: * Travel, the movement of people between distant geographical locations ** Day's journey, a measurement of distance ** Road trip, a long-distance journey on the road Animals * Journey (horse), a thoroughbred ra ...
'', they were used. A more affordable method of having music in a video game was to use digital means, where a specific computer chip would change electrical impulses from computer code into analog sound waves
on the fly On the fly is a phrase used to describe something that is being changed while the process that the change affects is ongoing. It is used in the automotive, computer, and culinary industries. In cars, on the fly can be used to describe the changing ...
for output on a speaker. Sound effects for the games were also generated in this fashion. An early example of such an approach to video game music was the opening
chiptune Chiptune, also known as chip music or 8-bit music, is a style of synthesized electronic music made using the programmable sound generator (PSG) sound chips or synthesizers in vintage arcade machines, computers and video game consoles. The t ...
in
Tomohiro Nishikado is a Japanese people, Japanese video game developer and engineer. He is the creator of the arcade shoot 'em up game ''Space Invaders'', released to the public in 1978 by the Taito of Japan, often credited as the first shoot 'em up and for beginn ...
's ''
Gun Fight ''Gun Fight'', known as in Japan and Europe, is a 1975 multidirectional shooter arcade game designed by Tomohiro Nishikado, and released by Taito in Japan and Europe and by Midway in North America. Based around two Old West cowboys armed ...
'' (1975). While this allowed for inclusion of music in early
arcade video games Arcade most often refers to: * Arcade game, a coin-operated game machine ** Arcade cabinet, housing which holds an arcade game's hardware ** Arcade system board, a standardized printed circuit board * Amusement arcade, a place with arcade games ...
, it was usually monophonic, looped or used sparingly between stages or at the start of a new game, such as the
Namco was a Japanese multinational corporation, multinational video game and entertainment company, headquartered in Ōta, Tokyo. It held several international branches, including Namco America in Santa Clara, California, Namco Europe in London, Na ...
titles ''
Pac-Man originally called ''Puck Man'' in Japan, is a 1980 maze action video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. Th ...
'' (1980) composed by Toshio Kai or ''
Pole Position In a motorsports race, the pole position is usually the best and "statistically the most advantageous" starting position on the track. The pole position is usually earned by the driver with the best qualifying times in the trials before the rac ...
'' (1982) composed by Nobuyuki Ohnogi. The first game to use a continuous background
soundtrack A soundtrack is recorded music accompanying and synchronised to the images of a motion picture, drama, book, television program, radio program, or video game; a commercially released soundtrack album of music as featured in the soundtrack o ...
was
Tomohiro Nishikado is a Japanese people, Japanese video game developer and engineer. He is the creator of the arcade shoot 'em up game ''Space Invaders'', released to the public in 1978 by the Taito of Japan, often credited as the first shoot 'em up and for beginn ...
's ''
Space Invaders is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed to the Midway division of Bally for overseas distribution. ''Space Invaders'' was the first fixed shooter and set ...
'', released by
Taito is a Japanese company that specializes in video games, toys, arcade cabinets and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, vending machines and jukeboxes into Japan. It b ...
in 1978. It had four descending
chromatic Diatonic and chromatic are terms in music theory that are most often used to characterize scales, and are also applied to musical instruments, intervals, chords, notes, musical styles, and kinds of harmony. They are very often used as a pair, ...
bass note In music theory, the bass note of a chord or sonority is the lowest note played or notated. If there are multiple voices it is the note played or notated in the lowest voice (the note furthest in the bass.) Three situations are possible: # ...
s repeating in a loop, though it was dynamic and interacted with the player, increasing pace as the enemies descended on the player. The first video game to feature continuous, melodic
background music Background music (British English: piped music) is a mode of musical performance in which the music is not intended to be a primary focus of potential listeners, but its content, character, and volume level are deliberately chosen to affect behav ...
was ''
Rally-X is a maze chase arcade video game developed Namco and released in 1980. Players drive a blue Formula One race car through a multidirectional scrolling maze to collect yellow flags. Boulders block some paths and must be avoided. Red enemy cars ...
'', released by Namco in 1980, featuring a simple tune that repeats continuously during
gameplay Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and pla ...
. The decision to include any music into a video game meant that at some point it would have to be transcribed into computer code. Some music was original, some was
public domain music Public domain music is music to which no exclusive intellectual property rights apply. Background The length of copyright protection varies from country to country, but music, along with most other creative works, generally enters the public do ...
such as folk songs. Sound capabilities were limited; the popular
Atari 2600 The Atari 2600, initially branded as the Atari Video Computer System (Atari VCS) from its release until November 1982, is a home video game console developed and produced by Atari, Inc. Released in September 1977, it popularized microprocessor- ...
home system, for example, was capable of generating only two tones at a time. As advances were made in silicon technology and costs fell, a definitively new generation of arcade machines and
home consoles A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. Home consoles are generally less powerful and customizable than ...
allowed for great changes in accompanying music. In arcades, machines based on the
Motorola 68000 The Motorola 68000 (sometimes shortened to Motorola 68k or m68k and usually pronounced "sixty-eight-thousand") is a 16/32-bit complex instruction set computer (CISC) microprocessor, introduced in 1979 by Motorola Semiconductor Products Sector ...
CPU and accompanying various
Yamaha Yamaha may refer to: * Yamaha Corporation, a Japanese company with a wide range of products and services, established in 1887. The company is the largest shareholder of Yamaha Motor Company (below). ** Yamaha Music Foundation, an organization estab ...
YM programmable sound generator
sound chip A sound chip is an integrated circuit (chip) designed to produce audio signals through digital, analog or mixed-mode electronics. Sound chips are typically fabricated on metal–oxide–semiconductor (MOS) mixed-signal chips that process ...
s allowed for several more tones or "channels" of sound, sometimes eight or more. The earliest known example of this was
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
's 1980 arcade game ''
Carnival Carnival is a Catholic Christian festive season that occurs before the liturgical season of Lent. The main events typically occur during February or early March, during the period historically known as Shrovetide (or Pre-Lent). Carnival typi ...
'', which used an
AY-3-8910 The AY-3-8910 is a 3-voice programmable sound generator (PSG) designed by General Instrument in 1978, initially for use with their 16-bit General Instrument CP1600, CP1610 or one of the PIC1650 series of 8-bit microcomputers. The AY-3-8910 and ...
chip to create an electronic rendition of the classical 1889 composition " Over The Waves" by
Juventino Rosas José Juventino Policarpo Rosas Cadenas (25 January 18689 July 1894) was a Mexican composer and violinist. Life and career Rosas was born in Santa Cruz, Guanajuato, later renamed Santa Cruz de Galeana, Guanajuato, and still later into Santa Cru ...
.
Konami , is a Japanese Multinational corporation, multinational video game company, video game and entertainment company headquartered in Chūō, Tokyo, Chūō, Tokyo, it also produces and distributes trading cards, anime, tokusatsu, pachinko machin ...
's 1981 arcade game ''
Frogger is a 1981 arcade action game developed by Konami and manufactured by Sega. In North America, it was released by Sega/Gremlin. The object of the game is to direct a series of frogs to their homes by crossing a busy road and a hazardous rive ...
'' introduced a dynamic approach to video game music, using at least eleven different gameplay tracks, in addition to level-starting and game over themes, which change according to the player's actions. This was further improved upon by Namco's 1982 arcade game ''
Dig Dug is a maze game, maze arcade game developed by Namco in 1981 and released in 1982, distributed in North America by Atari, Inc. The player controls Dig Dug to defeat all enemies per stage, by either inflating them to bursting or crushing them unde ...
'', where the music stopped when the player stopped moving. ''Dig Dug'' was composed by Yuriko Keino, who also composed the music for other Namco games such as ''
Xevious is a vertically scrolling shooter video game developed and published by Namco for arcades in 1982. It was released in Japan and Europe by Namco and in North America by Atari, Inc. Controlling the Solvalou starship, the player attacks Xevious for ...
'' (1982) and ''
Phozon is an arcade game that was released by Namco in 1983 only in Japan. It is based on the science of chemistry, and was also the first game from the company that had been confined to Japan since ''Kaitei Takara Sagashi'' in 1980. Gameplay The pl ...
'' (1983).
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
's 1982 arcade game '' Super Locomotive'' featured a
chiptune Chiptune, also known as chip music or 8-bit music, is a style of synthesized electronic music made using the programmable sound generator (PSG) sound chips or synthesizers in vintage arcade machines, computers and video game consoles. The t ...
rendition of
Yellow Magic Orchestra Yellow Magic Orchestra (YMO for short) is a Japanese electronic music band formed in Tokyo in 1978 by Haruomi Hosono (bass, keyboards, vocals), Yukihiro Takahashi (drums, lead vocals) and Ryuichi Sakamoto (keyboards, vocals). The group is conside ...
's " Rydeen" (1979); several later
computer games A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-deter ...
also
covered Cover or covers may refer to: Packaging * Another name for a lid * Cover (philately), generic term for envelope or package * Album cover, the front of the packaging * Book cover or magazine cover ** Book design ** Back cover copy, part of co ...
the song, such as ''Trooper Truck'' (1983) by
Rabbit Software Rabbit Software was an England, English software company which produced video games for home computers such as the ZX Spectrum, VIC-20, and Commodore 64 in the early to mid-1980s. Rabbit's later software packaging was slightly different from that ...
as well as ''
Daley Thompson's Decathlon ''Daley Thompson's Decathlon'' is an Olympic-themed sports video game developed and released by Ocean Software in 1984. It was released in the wake of Daley Thompson's popularity following his gold medals in the decathlon at the 1980 and 1984 O ...
'' (1984) and '' Stryker's Run'' (1986) composed by
Martin Galway Martin Galway (born 3 January 1966, Belfast, Northern Ireland) is one of the best known composers of chiptune video game music for the Commodore 64 and the ZX Spectrum. His works include ''Rambo (1985 video game), Rambo: First Blood Part II' ...
. Home console systems also had a comparable upgrade in sound ability beginning with the
ColecoVision ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision. The console offered a closer expe ...
in 1982 capable of four channels. However, more notable was the Japanese release of the Famicom in 1983 which was later released in the US as the
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in America ...
in 1985. It was capable of five channels, one being capable of simple PCM sampled sound. The home computer
Commodore 64 The Commodore 64, also known as the C64, is an 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in the Guinness ...
released in 1982 was capable of early forms of filtering effects, different types of
waveform In electronics, acoustics, and related fields, the waveform of a signal is the shape of its graph as a function of time, independent of its time and magnitude scales and of any displacement in time.David Crecraft, David Gorham, ''Electronic ...
s and eventually the undocumented ability to play 4-bit samples on a pseudo fourth sound channel. Its comparatively low cost made it a popular alternative to other home computers, as well as its ability to use a TV for an affordable display monitor. Approach to game music development in this time period usually involved using simple tone generation and/or
frequency modulation synthesis Frequency modulation synthesis (or FM synthesis) is a form of sound synthesis whereby the frequency of a waveform is changed by modulating its frequency with a modulator. The frequency of an oscillator is altered "in accordance with the amplitude ...
to simulate instruments for melodies, and use of a "noise channel" for simulating percussive noises. Early use of PCM samples in this era was limited to short sound bites (''Monopoly''), or as an alternate for percussion sounds ('' Super Mario Bros. 3''). The music on home consoles often had to share the available channels with other sound effects. For example, if a laser beam was fired by a spaceship, and the laser used a 1400 Hz square wave, then the square wave channel that was in use by music would stop playing music and start playing the sound effect. The mid-to-late 1980s software releases for these platforms had music developed by more people with greater musical experience than before. Quality of composition improved noticeably, and evidence of the popularity of music of this time period remains even today. Composers who made a name for themselves with their software include
Koichi Sugiyama was a Japanese composer, conductor, and orchestrator. He was best known for composing the music for the '' Dragon Quest'' franchise, along with several other video games, anime, film, and television shows. Classically trained, Sugiyama was ...
(''
Dragon Quest previously published as ''Dragon Warrior'' in North America until 2005, is a franchise of Japanese role-playing video games created by Armor Project (Yuji Horii), Bird Studio (Akira Toriyama) and Sugiyama Kobo (Koichi Sugiyama) to its publi ...
''),
Nobuo Uematsu is a Japanese composer and keyboardist best known for his contributions to the ''Final Fantasy'' video game series by Square Enix. A self-taught musician, he began playing the piano at the age of twelve, with English singer-songwriter Elton Jo ...
(''
Final Fantasy is a Japanese video game, Japanese science fantasy anthology media franchise created by Hironobu Sakaguchi and developed and owned by Square Enix (formerly Square (video game company), Square). The franchise centers on a series of fantasy and ...
''),
Rob Hubbard Rob Hubbard (born 1955 in Kingston upon Hull, England) is a British composer best known for his musical and programming work for microcomputers of the 1980s, such as the Commodore 64. Early life Hubbard first started playing music at age seve ...
('' Monty On the Run'', ''
International Karate ''International Karate'' is a fighting game developed and published by System 3 for the ZX Spectrum in 1985 and ported to various home computers over the following years. In the United States it was published by Epyx in 1986 as ''World Karate ...
''),
Koji Kondo is a Japanese music composer, pianist, and music director who works for the video game company Nintendo. He is best known for his numerous contributions to the '' Super Mario'' and ''The Legend of Zelda'' series of video games, among others pr ...
(''
Super Mario Bros. is a platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). The successor to the 1983 arcade game '' Mario Bros.'' and the first game in the ''Super Mario'' series, it was first released in 1985 for ...
'', ''
The Legend of Zelda ''The Legend of Zelda'' is an action-adventure game franchise created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo, although some portable installments and re-rele ...
''),
Miki Higashino is a Japanese video game composer best known for her works in the '' Suikoden'' series. Biography Miki Higashino first began composing video game music as a student employed by Konami and contributed to various minor products, often uncredited ...
(''
Gradius is a series of shooter video games, introduced in 1985, developed and published by Konami for a variety of portable, console and arcade platforms. In many games in the series, the player controls a ship known as the Vic Viper. Games *''Scr ...
'', ''
Yie-Ar Kung Fu () is an arcade fighting game developed by Konami. It first had a limited Japanese release in October 1984, before having a wide release nationwide in January 1985 and then internationally in March 1985. Along with ''Karate Champ'' (1984), which ...
'', ''
Teenage Mutant Ninja Turtles ''Teenage Mutant Ninja Turtles'' is an American media franchise created by the comic book artists Kevin Eastman and Peter Laird. It follows Leonardo (Teenage Mutant Ninja Turtles), Leonardo, Michelangelo (Teenage Mutant Ninja Turtles), Miche ...
''), Hiroshi Kawaguchi (''
Space Harrier is a third-person arcade rail shooter game developed by Sega and released in 1985. It was originally conceived as a realistic military-themed game played in the third-person perspective and featuring a player-controlled fighter jet, but techni ...
'', ''
Hang-On is an arcade racing game released by Sega in 1985 and later ported to the Master System. In the game, the player controls a motorcycle against time and other computer-controlled bikes. It was one of the first arcade games to use 16-bit graphi ...
'', ''
Out Run (also stylized as ''OutRun'') is an arcade driving video game released by Sega in September 1986. It is known for its pioneering hardware and graphics, nonlinear gameplay, a selectable soundtrack with music composed by Hiroshi Kawaguchi (comp ...
''),
Hirokazu Tanaka , also known as Chip Tanaka, is a Japanese musician, composer, sound designer, and executive who pioneered chiptune music. He is best known as one of Nintendo's in-house composers during the 8- and 16-bit era of video games. Tanaka also had a role ...
(''
Metroid is an action-adventure game franchise created by Nintendo. The player controls the bounty hunter Samus Aran, who protects the galaxy from Space Pirate (Metroid), Space Pirates and other malevolent forces and their attempts to harness the powe ...
'', ''
Kid Icarus ''Kid Icarus'' is a platform video game developed and published by Nintendo for the Family Computer Disk System in Japan and the Nintendo Entertainment System in Europe and North America. It was released in Japan in December 1986, in Europe in Feb ...
'', ''
EarthBound ''EarthBound'', released in Japan as is a role-playing video game developed by Creatures (company), Ape Inc. and HAL Laboratory and published by Nintendo for the Super Nintendo Entertainment System. The second entry in the Mother (video game s ...
''),
Martin Galway Martin Galway (born 3 January 1966, Belfast, Northern Ireland) is one of the best known composers of chiptune video game music for the Commodore 64 and the ZX Spectrum. His works include ''Rambo (1985 video game), Rambo: First Blood Part II' ...
(''
Daley Thompson's Decathlon ''Daley Thompson's Decathlon'' is an Olympic-themed sports video game developed and released by Ocean Software in 1984. It was released in the wake of Daley Thompson's popularity following his gold medals in the decathlon at the 1980 and 1984 O ...
'', '' Stryker's Run'', ''
Times of Lore ''Times of Lore'' is a 1988 action role-playing game that was developed and published by Origin Systems for several platforms, including PC, Commodore 64/ 128, ZX Spectrum, Amstrad CPC, Atari ST, Apple II, NES, and Amiga. Plot The game's story ...
''), David Wise (''
Donkey Kong Country ''Donkey Kong Country'' is a 1994 platform game developed by Rare and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is a reboot of Nintendo's ''Donkey Kong'' franchise and follows the gorilla Donkey Kong and h ...
''),
Yuzo Koshiro is a Japanese composer and sound programmer. He is often regarded as one of the most influential innovators in chiptune and video game music, producing music in a number of genres including rock, jazz, symphonic, and various electronic genres ...
(''
Dragon Slayer A dragonslayer is a person or being that slays dragons. Dragonslayers and the creatures they hunt have been popular in traditional stories from around the world: they are a type of story classified as type 300 in the Aarne–Thompson classifica ...
'', '' Ys'', ''
Shinobi A or was a covert agent or mercenary in feudal Japan. The functions of a ninja included reconnaissance, espionage, infiltration, deception, ambush, bodyguarding and their fighting skills in martial arts, including ninjutsu.Kawakami, pp. 21� ...
'', ''
ActRaiser is a 1990 hybrid platformer, god game, and city-building game with light action RPG elements for the Super Nintendo Entertainment System developed by Quintet and published by Enix, combining traditional side-scrolling platforming with urban p ...
'', ''
Streets of Rage ''Streets of Rage'' is a series of side-scrolling beat 'em up video games, centering on the efforts of several ex-police vigilantes trying to rid a fictional, large American city from a crime syndicate that has corrupted its local government. ...
''), Mieko Ishikawa (''Dragon Slayer'', ''Ys''), and
Ryu Umemoto was a Japanese video game music composer, born in Yokohama, Kanagawa Prefecture. He is known for composing soundtracks to various visual novel and shoot 'em up video games since the 1990s, for several companies including FamilySoft, C's Ware, ...
(
visual novel A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with sta ...
s,
shoot 'em up Shoot 'em ups (also known as shmups or STGs ) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of chara ...
s). By the late 1980s, video game music was being sold as cassette tape soundtracks in Japan, inspiring American companies such as Sierra,
Cinemaware Cinemaware was a video game developer and publisher that released several titles in the 1980s based on various film themes. The company was resurrected in 2000, before being acquired by eGames in 2005. Cinemaware Corp. (1986–1991) The comp ...
and Interplay to give more serious attention to video game music by 1988. The
Golden Joystick Award The Golden Joystick Awards, also known as the People's Gaming Awards, is a video game award ceremony; it awards the best video games of the year, as voted for originally by the British general public, but is now a global event that can be voted ...
s introduced a category for ''Best Soundtrack of the Year'' in 1986, won by
Sanxion ''Sanxion'' is a 1986 scrolling shooter by Thalamus Ltd, developed by Stavros Fasoulas. It was the first game released by Thalamus. Fasoulas also wrote ''Delta'' and '' Quedex''. Gameplay ''Sanxion'' is a horizontally-scrolling shooter. The goa ...
. Some games for cartridge systems have been sold with extra audio hardware on board, including '' Pitfall II'' for the Atari 2600 and several late Famicom titles. These chips add to the existing sound capabilities.


Early digital synthesis and sampling

From around 1980, some arcade games began taking steps toward digitized, or
sampled Sample or samples may refer to: Base meaning * Sample (statistics), a subset of a population – complete data set * Sample (signal), a digital discrete sample of a continuous analog signal * Sample (material), a specimen or small quantity of so ...
, sounds. Namco's 1980 arcade game ''
Rally-X is a maze chase arcade video game developed Namco and released in 1980. Players drive a blue Formula One race car through a multidirectional scrolling maze to collect yellow flags. Boulders block some paths and must be avoided. Red enemy cars ...
'' was the first known game to use a
digital-to-analog converter In electronics, a digital-to-analog converter (DAC, D/A, D2A, or D-to-A) is a system that converts a digital signal into an analog signal. An analog-to-digital converter (ADC) performs the reverse function. There are several DAC architec ...
(DAC) to produce sampled tones instead of a tone generator. That same year, the first known video game to feature
speech synthesis Speech synthesis is the artificial production of human speech. A computer system used for this purpose is called a speech synthesizer, and can be implemented in software or hardware products. A text-to-speech (TTS) system converts normal languag ...
was also released: Sunsoft's
shoot 'em up Shoot 'em ups (also known as shmups or STGs ) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of chara ...
game ''
Stratovox ''Stratovox'', known in Japan as ''Speak & Rescue'' (スピーク&レスキュー), is a 1980 Arcade game, arcade fixed shooter developed and published in Japan by Sunsoft, Sun Electronics and released in North America by Taito. It is the first ...
''. Around the same time, the introduction of
frequency modulation synthesis Frequency modulation synthesis (or FM synthesis) is a form of sound synthesis whereby the frequency of a waveform is changed by modulating its frequency with a modulator. The frequency of an oscillator is altered "in accordance with the amplitude ...
(
FM synthesis Frequency modulation synthesis (or FM synthesis) is a form of sound synthesis whereby the frequency of a waveform is changed by modulating its frequency with a modulator. The frequency of an oscillator is altered "in accordance with the amplitude ...
), first commercially released by
Yamaha Yamaha may refer to: * Yamaha Corporation, a Japanese company with a wide range of products and services, established in 1887. The company is the largest shareholder of Yamaha Motor Company (below). ** Yamaha Music Foundation, an organization estab ...
for their
digital synthesizer A digital synthesizer is a synthesizer that uses digital signal processing (DSP) techniques to make musical sounds. This in contrast to older analog synthesizers, which produce music using analog electronics, and samplers, which play back digit ...
s and FM
sound chip A sound chip is an integrated circuit (chip) designed to produce audio signals through digital, analog or mixed-mode electronics. Sound chips are typically fabricated on metal–oxide–semiconductor (MOS) mixed-signal chips that process ...
s, allowed the tones to be manipulated to have different sound characteristics, where before the tone generated by the chip was limited to the design of the chip itself.
Konami , is a Japanese Multinational corporation, multinational video game company, video game and entertainment company headquartered in Chūō, Tokyo, Chūō, Tokyo, it also produces and distributes trading cards, anime, tokusatsu, pachinko machin ...
's 1983 arcade game ''
Gyruss is an arcade shoot 'em up game designed by Yoshiki Okamoto and released by Konami in 1983. ''Gyruss'' was initially licensed to Centuri in the United States for dedicated machines, before Konami released their own self-distributed conversion ki ...
'' used five synthesis sound chips along with a DAC, which were used to create an electronic version of
J. S. Bach Johann Sebastian Bach (28 July 1750) was a German composer and musician of the late Baroque period. He is known for his orchestral music such as the '' Brandenburg Concertos''; instrumental compositions such as the Cello Suites; keyboard wo ...
's ''
Toccata and Fugue in D minor The Toccata and Fugue in D minor, BWV 565, is a piece of organ music written, according to its oldest extant sources, by Johann Sebastian Bach (1685–1750). The piece opens with a toccata section, followed by a fugue that ends in a coda. Schol ...
''. Beyond arcade games, significant improvements to
personal computer game A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-deter ...
music were made possible with the introduction of
digital Digital usually refers to something using discrete digits, often binary digits. Technology and computing Hardware *Digital electronics, electronic circuits which operate using digital signals **Digital camera, which captures and stores digital i ...
FM synth boards, which
Yamaha Yamaha may refer to: * Yamaha Corporation, a Japanese company with a wide range of products and services, established in 1887. The company is the largest shareholder of Yamaha Motor Company (below). ** Yamaha Music Foundation, an organization estab ...
released for Japanese computers such as the
NEC PC-8801 The , commonly shortened to PC-88, are a brand of Zilog Z80-based 8-bit home computers released by Nippon Electric Company (NEC) in 1981 and primarily sold in Japan. The PC-8800 series sold extremely well and became one of the three major Japane ...
and
PC-9801 The , commonly shortened to PC-98 or , is a lineup of Japanese 16-bit and 32-bit personal computers manufactured by NEC from 1982 to 2000. The platform established NEC's dominance in the Japanese personal computer market, and, by 1999, more th ...
in the early 1980s, and by the mid-1980s, the PC-8801 and
FM-7 The FM-7 ("Fujitsu Micro 7") is a home computer created by Fujitsu. It was first released in 1982 and was sold in Japan and Spain. It is a stripped-down version of Fujitsu's earlier FM-8 computer, and during development it was referred to as the ...
had built-in FM sound. The sound FM synth boards produced are described as "warm and pleasant sound". Musicians such as Yuzo Koshiro and
Takeshi Abo is a Japanese video game composer. He joined the industry through developer StarCraft, Inc. in the early 1990s, mainly working on conversions of western video games. In the mid-1990s, he joined KID, and later 5pb. in December 2006 after KID decl ...
utilized to produce music that is still highly regarded within the
chiptune Chiptune, also known as chip music or 8-bit music, is a style of synthesized electronic music made using the programmable sound generator (PSG) sound chips or synthesizers in vintage arcade machines, computers and video game consoles. The t ...
community. Reprinted from The widespread adoption of
FM synthesis Frequency modulation synthesis (or FM synthesis) is a form of sound synthesis whereby the frequency of a waveform is changed by modulating its frequency with a modulator. The frequency of an oscillator is altered "in accordance with the amplitude ...
by consoles would later be one of the major advances of the
16-bit era In the history of video games, the fourth generation of game consoles, more commonly referred to as the 16-bit era, began on October 30, 1987, with the Japanese release of NEC Home Electronics' PC Engine (known as the TurboGrafx-16 in North Amer ...
, by which time 16-bit arcade machines were using multiple FM synthesis chips. One of the earliest home computers to make use of digital signal processing in the form of sampling was the
Commodore Amiga Amiga is a family of personal computers introduced by Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and significantly improved graphi ...
in 1985. The computer's sound chip featured four independent 8-bit
digital-to-analog converter In electronics, a digital-to-analog converter (DAC, D/A, D2A, or D-to-A) is a system that converts a digital signal into an analog signal. An analog-to-digital converter (ADC) performs the reverse function. There are several DAC architec ...
s. Developers could use this platform to take samples of a music performance, sometimes just a single note long, and play it back through the computer's
sound chip A sound chip is an integrated circuit (chip) designed to produce audio signals through digital, analog or mixed-mode electronics. Sound chips are typically fabricated on metal–oxide–semiconductor (MOS) mixed-signal chips that process ...
from memory. This differed from ''Rally-X'' in that its hardware DAC was used to play back simple
waveform In electronics, acoustics, and related fields, the waveform of a signal is the shape of its graph as a function of time, independent of its time and magnitude scales and of any displacement in time.David Crecraft, David Gorham, ''Electronic ...
samples, and a sampled sound allowed for a complexity and authenticity of a real instrument that an FM simulation could not offer. For its role in being one of the first and affordable, the Amiga would remain a staple tool of early
sequenced In genetics and biochemistry, sequencing means to determine the primary structure (sometimes incorrectly called the primary sequence) of an unbranched biopolymer. Sequencing results in a symbolic linear depiction known as a sequence which suc ...
music composing, especially in
Europe Europe is a large peninsula conventionally considered a continent in its own right because of its great physical size and the weight of its history and traditions. Europe is also considered a Continent#Subcontinents, subcontinent of Eurasia ...
. The Amiga offered these features before most other competing home computer platforms though the
Macintosh The Mac (known as Macintosh until 1999) is a family of personal computers designed and marketed by Apple Inc., Apple Inc. Macs are known for their ease of use and minimalist designs, and are popular among students, creative professionals, and ...
which had been introduced a year earlier had similar capabilities. The Amiga's main rival, the
Atari ST The Atari ST is a line of personal computers from Atari Corporation and the successor to the Atari 8-bit family. The initial model, the Atari 520ST, had limited release in April–June 1985 and was widely available in July. It was the first pers ...
, sourced the
Yamaha YM2149 The AY-3-8910 is a 3-voice programmable sound generator (PSG) designed by General Instrument in 1978, initially for use with their 16-bit CP1610 or one of the PIC1650 series of 8-bit microcomputers. The AY-3-8910 and its variants were used i ...
Programmable Sound Generator (PSG). Compared to the in-house designed Amiga sound engine, the PSG could only handle 1 channel of sampled sound, and needed the computer's CPU to process the data for it. This made it impractical for game development use until 1989 with the release of the
Atari STE The Atari ST is a line of personal computers from Atari Corporation and the successor to the Atari 8-bit family. The initial model, the Atari 520ST, had limited release in April–June 1985 and was widely available in July. It was the first per ...
which used DMA techniques to play back PCM samples at up to 50 kHz. The ST, however, remained relevant as it was equipped with a
MIDI MIDI (; Musical Instrument Digital Interface) is a technical standard that describes a communications protocol, digital interface, and electrical connectors that connect a wide variety of electronic musical instruments, computers, and re ...
controller and external ports. It became the choice of by many professional musicians as a MIDI programming device.
IBM PC clones IBM PC compatible computers are similar to the original IBM PC, XT, and AT, all from computer giant IBM, that are able to use the same software and expansion cards. Such computers were referred to as PC clones, IBM clones or IBM PC clones. ...
in 1985 would not see any significant development in multimedia abilities for a few more years, and sampling would not become popular in other video game systems for several years. Though sampling had the potential to produce much more realistic sounds, each sample required much more data in
memory Memory is the faculty of the mind by which data or information is encoded, stored, and retrieved when needed. It is the retention of information over time for the purpose of influencing future action. If past events could not be remembered, ...
. This was at a time when all memory, solid-state (
ROM cartridge A ROM cartridge, usually referred to in context simply as a cartridge, cart, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, electroni ...
), magnetic (
floppy disk A floppy disk or floppy diskette (casually referred to as a floppy, or a diskette) is an obsolescent type of disk storage composed of a thin and flexible disk of a magnetic storage medium in a square or nearly square plastic enclosure lined w ...
) or otherwise was still very costly per
kilobyte The kilobyte is a multiple of the unit byte for digital information. The International System of Units (SI) defines the prefix ''kilo'' as 1000 (103); per this definition, one kilobyte is 1000 bytes.International Standard IEC 80000-13 Quantiti ...
. Sequenced soundchip-generated music, on the other hand, was generated with a few lines of comparatively simple code and took up far less precious memory. Arcade systems pushed game music forward in 1984 with the introduction of FM (Frequency Modulation) synthesis, providing more organic sounds than previous PSGs. The first such game,
Marble Madness ''Marble Madness'' is an arcade video game designed by Mark Cerny and published by Atari Games in 1984. It is a platform game in which the player must guide a marble through six courses, populated with obstacles and enemies, within a time limi ...
used the Yamaha YM2151 FM synthesis chip. As home consoles moved into the fourth generation, or 16-bit era, the hybrid approach (sampled and tone) to music composing continued to be used. The
Sega Genesis The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Syst ...
offered advanced graphics over the
NES The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in American ...
and improved sound synthesis features (also using a Yamaha chip, the
YM2612 The YM2612, a.k.a. OPN2, is a sound chip developed by Yamaha. It is a member of Yamaha's OPN family of FM synthesis chips, and is derived from the YM2203. The YM2612 is a six-channel FM synthesizer. It was used in several game and computer sys ...
), but largely held the same approach to sound design. Ten channels in total for tone generation with one for PCM samples were available in
stereo Stereophonic sound, or more commonly stereo, is a method of sound reproduction that recreates a multi-directional, 3-dimensional audible perspective. This is usually achieved by using two independent audio channels through a configuration ...
instead of the NES's five channels in mono, one for PCM. As before, it was often used for percussion samples. The Genesis did not support 16-bit sampled sounds. Despite the additional tone channels, writing music still posed a challenge to traditional composers and it forced much more imaginative use of the
FM synthesizer Frequency modulation synthesis (or FM synthesis) is a form of sound synthesis whereby the frequency of a waveform is changed by modulating its frequency with a modulator. The frequency of an oscillator is altered "in accordance with the amplitude ...
to create an enjoyable listening experience. The composer Yuzo Koshiro utilized the Genesis hardware effectively to produce "Progressive electronic dance music, progressive, catchy, techno-style compositions far more advanced than what players were used to" for games such as ''The Revenge of Shinobi (1989 video game), The Revenge of Shinobi'' (1989) and the ''
Streets of Rage ''Streets of Rage'' is a series of side-scrolling beat 'em up video games, centering on the efforts of several ex-police vigilantes trying to rid a fictional, large American city from a crime syndicate that has corrupted its local government. ...
'' series, setting a "new high watermark for what music in games could sound like." The soundtrack for ''Streets of Rage 2'' (1992) in particular is considered "revolutionary" and "ahead of its time" for electro house, its blend of house music with "Electro house, dirty" electro (music), electro basslines and "Trance music, trancey electronic textures" that "would feel as comfortable in a nightclub as a video game." Another important FM synth composer was the late
Ryu Umemoto was a Japanese video game music composer, born in Yokohama, Kanagawa Prefecture. He is known for composing soundtracks to various visual novel and shoot 'em up video games since the 1990s, for several companies including FamilySoft, C's Ware, ...
, who composed music for many
visual novel A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with sta ...
s and
shoot 'em up Shoot 'em ups (also known as shmups or STGs ) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of chara ...
s during the 1990s. As the cost of magnetic memory declined in the form of diskettes, the evolution of video game music on the Amiga, and some years later game music development in general, shifted to sampling in some form. It took some years before Amiga game designers learned to wholly use digitized sound effects in music (an early exception case was the title music of Interactive fiction, text adventure game ''The Pawn'', 1986). By this time, computer and game music had already begun to form its own identity, and thus many music makers intentionally tried to produce music that sounded like that heard on the
Commodore 64 The Commodore 64, also known as the C64, is an 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in the Guinness ...
and NES, which resulted in the
chiptune Chiptune, also known as chip music or 8-bit music, is a style of synthesized electronic music made using the programmable sound generator (PSG) sound chips or synthesizers in vintage arcade machines, computers and video game consoles. The t ...
genre. The release of a freely-distributed Amiga program named Ultimate Soundtracker, Soundtracker by Karsten Obarski in 1987 started the era of MOD (file format), MOD-format which made it easy for anyone to produce music based on digitized samples. Module files were made with programs called "Tracker (music software), trackers" after Obarski's Soundtracker. This MOD/tracker tradition continued with PC computers in the 1990s. Examples of Amiga games using digitized instrument samples include David Whittaker (video game composer), David Whittaker's soundtrack for ''Shadow of the Beast (1989 video game), Shadow of the Beast'', Chris Hülsbeck's soundtrack for ''Turrican, Turrican 2'' and Matt Furniss's tunes for ''Laser Squad''. Richard Joseph also composed some theme songs featuring vocals and lyrics for games by Sensible Software most famous being ''Cannon Fodder (video game), Cannon Fodder'' (1993) with a song "War Has Never Been So Much Fun" and ''Sensible Soccer, Sensible World of Soccer'' (1994) with a song "Goal Scoring Superstar Hero". These songs used long vocal samples. A similar approach to sound and music developments had become common in the arcades by this time and had been used in many arcade system boards since the mid-1980s. This was further popularized in the early 1990s by games like ''Street Fighter II'' (1991) on the CP System, CPS-1, which used voice samples extensively along with sampled sound effects and percussion. Neo Geo (console), Neo Geo's MVS system also carried powerful sound development which often included surround sound. The evolution also carried into home console video games, such as the release of the Super Famicom in 1990, and its US/EU version Super NES in 1991. It sported a specialized custom Sony chip for both the sound generation and for special hardware DSP. It was capable of eight channels of sampled sounds at up to 16-bit resolution, had a wide selection of DSP effects, including a type of Attack-decay-sustain-release envelope, ADSR usually seen in high-end synthesizers of the time, and full stereo sound. This allowed experimentation with applied acoustics in video games, such as musical acoustics (early games like ''Super Castlevania IV'', ''F-Zero (video game), F-Zero'', ''Final Fantasy IV'', ''Gradius III'', and later games like ''Chrono Trigger''), directional (''Star Fox (1993 video game), Star Fox'') and spatial acoustics (Dolby Pro Logic was used in some games, like ''King Arthur's World'' and ''Jurassic Park''), as well as environmental and architectural acoustics (''The Legend of Zelda: A Link to the Past, A Link to the Past'', ''Secret of Evermore''). Many games also made heavy use of the high-quality sample playback capabilities (''Super Star Wars'', ''Tales of Phantasia''). The only real limitation to this powerful setup was the still-costly Semiconductor memory, solid state memory. Other consoles of the generation could boast similar abilities yet did not have the same circulation levels as the Super NES. The Neo Geo (console), Neo-Geo home system was capable of the same powerful sample processing as its arcade counterpart but was several times the cost of a Super NES. The Sega CD (the Mega CD outside North America) hardware upgrade to the Mega Drive (Genesis in the US) offered multiple PCM channels, but they were often passed over instead to use its capabilities with the CD-ROM itself. The popularity of the Super NES and its software remained limited to regions where NTSC television was the broadcast standard. Partly because of the difference in frame rates of PAL broadcast equipment, many titles released were never redesigned to play appropriately and ran much slower than had been intended, or were never released. This showed a divergence in popular video game music between PAL and NTSC countries that still shows to this day. This divergence would be lessened as the fifth generation of home consoles launched globally, and as Commodore began to take a back seat to general-purpose PCs and Macs for developing and gaming. Though the Mega CD/Sega CD, and to a greater extent the PC Engine in Japan, would give gamers a preview of the direction video game music would take in Streaming media, streaming music, the use of both sampled and sequenced music continues in game consoles even today. The huge data storage benefit of optical media would be coupled with progressively more powerful audio generation hardware and higher quality samples in the History of video game consoles (fifth generation), Fifth Generation. In 1994, the CD-ROM equipped PlayStation (console), PlayStation supported 24 channels of 16-bit samples of up to 44.1 kHz sample rate, samples equal to CD audio in quality. It also sported a few hardware DSP effects like reverberation, reverb. Many Square (video game company), Square titles continued to use sequenced music, such as ''Final Fantasy VII'', ''Legend of Mana'', and ''Final Fantasy Tactics''. The Sega Saturn also with a CD drive supported 32 channels of PCM at the same resolution as the original PlayStation. In 1996, the Nintendo 64, still using a solid-state cartridge, actually supported an integrated and scalable sound system that was potentially capable of 100 channels of PCM, and an improved sample rate of 48 kHz. Games for the N64, because of the cost of the solid-state memory, typically had samples of lesser quality than the other two, however, and music tended to be simpler in construct. The more dominant approach for games based on CDs, however, was shifting toward Streaming media, streaming audio.


MIDI on the PC

In the same timeframe of the late 1980s to mid-1990s, the IBM PC clones using the x86 architecture became more ubiquitous, yet had a very different path in sound design than other PCs and consoles. Early PC gaming was limited to the PC speaker, and some proprietary standards such as the IBM PCjr 3-voice chip. While sampled sound could be achieved on the PC speaker using pulse width modulation, doing so required a significant proportion of the available processor power, rendering its use in games rare. With the increase of x86 PCs in the market, there was a vacuum in sound performance in home computing that expansion cards attempted to fill. The first two recognizable standards were the Roland MT-32, followed by the AdLib sound card. Roland's solution was driven by
MIDI MIDI (; Musical Instrument Digital Interface) is a technical standard that describes a communications protocol, digital interface, and electrical connectors that connect a wide variety of electronic musical instruments, computers, and re ...
sequencing using advanced LA synthesizers. This made it the first choice for game developers to produce upon, but its higher cost as an end-user solution made it prohibitive. The AdLib used a low-cost FM synthesis chip from Yamaha, and many boards could operate compatibly using the MIDI standard. The AdLib card was usurped in 1989 by Creative Technology, Creative's Sound Blaster, which used the same Yamaha FM chip in the AdLib, for compatibility, but also added 8-bit 22.05 kHz (later 44.1 kHz) digital audio recording and playback of a single stereo channel. As an affordable end-user product, the Sound Blaster constituted the core sound technology of the early 1990s; a combination of a simple FM engine that supported MIDI, and a DAC engine of one or more streams. Only a minority of developers ever used Amiga-style tracker formats in commercial PC games, (''Unreal (1998 video game), Unreal'') typically preferring to use the MT-32 or AdLib/SB-compatible devices. As general purpose PCs using x86 became more ubiquitous than the other PC platforms, developers drew their focus towards that platform. The last major development before streaming music came in 1992: Roland Corporation released the first General MIDI card, the Sample-based synthesis, sample-based SCC-1, an add-in card version of the SC-55 desktop MIDI module. The comparative quality of the samples spurred similar offerings from Soundblaster, but costs for both products were still high. Both companies offered 'daughterboards' with sample-based synthesizers that could be later added to a less expensive soundcard (which only had a DAC and a MIDI controller) to give it the features of a fully integrated card. Unlike the standards of Amiga or Atari, a PC using x86 even then could be using a broad mix of hardware. Developers increasingly used MIDI sequences: instead of writing soundtrack data for each type of soundcard, they generally wrote a fully featured data set for the Roland application that would be compatible with lesser featured equipment so long as it had a MIDI controller to run the sequence. However, different products used different sounds attached to their MIDI controllers. Some tied into the Yamaha FM chip to simulate instruments, some daughterboards of samples had very different sound qualities; meaning that no single sequence performance would be accurate to every other General MIDI device. All of these considerations in the products reflected the high cost of memory storage which rapidly declined with the optical CD format.


Pre-recorded and streaming music

Taking entirely pre-recorded music had many advantages over sequencing for sound quality. Music could be produced freely with any kind and number of instruments, allowing developers to simply record one track to be played back during the game. Quality was only limited by the effort put into mastering the track itself. Memory space costs that was previously a concern was somewhat addressed with optical media becoming the dominant media for software games. CD quality audio allowed for music and voice that had the potential to be truly indistinguishable from any other source or genre of music. In fourth generation home video games and PCs this was limited to playing a Mixed Mode CD audio track from a Compact Disc, CD while the game was in play (such as ''Sonic CD''). The earliest examples of Mixed Mode CD audio in video games include the TurboGrafx-CD Role-playing video game, RPG franchises ''Tengai Makyō'', composed by Ryuichi Sakamoto from 1989, and the Ys (series), ''Ys'' series, composed by Yuzo Koshiro and and arranged by in 1989. The ''Ys'' soundtracks, particularly ''Ys I & II'' (1989), are still regarded as some of the most influential video game music ever composed. However, there were several disadvantages of regular CD-audio. Optical drive technology was still limited in spindle speed, so playing an audio track from the game CD meant that the system could not access data again until it stopped the track from playing. Music loop, Looping, the most common form of game music, was also a problem as when the laser reached the end of a track, it had to move itself back to the beginning to start reading again causing an audible gap in playback. To address these drawbacks, some PC game developers designed their own Container format (digital), container formats in house, for each application in some cases, to stream compressed audio. This would cut back on memory used for music on the CD, allowed for much lower latency and seek time when finding and starting to play music, and also allowed for much smoother looping due to being able to Buffer (computer science), buffer the data. A minor drawback was that use of compressed audio meant it had to be decompressed which put load on the CPU of a system. As computing power increased, this load became minimal, and in some cases, dedicated chips in a computer (such as a sound card) would actually handle all the decompressing. Fifth generation home console systems also developed specialised streaming formats and containers for compressed audio playback. Games would take full advantage of this ability, sometimes with highly praised results (''Castlevania: Symphony of the Night''). Games ported from arcade machines, which continued to use FM synthesis, often saw superior pre-recorded music streams on their home console counterparts (''Street Fighter Alpha 2''). Even though the game systems were capable of "CD quality" sound, these compressed audio tracks were not true "CD quality." Many of them had lower sampling rates, but not so significant that most consumers would notice. Using a compressed stream allowed game designers to play back streamed music and still be able to access other data on the disc without interruption of the music, at the cost of CPU power used to render the audio stream. Manipulating the stream any further would require a far more significant level of CPU power available in the 5th generation. Some games, such as the Wipeout (video game series), ''Wipeout'' series, continued to use full Mixed Mode CD audio for their soundtracks. This overall freedom offered to music composers gave video game music the equal footing with other popular music it had lacked. A musician could now, with no need to learn about programming or the game architecture itself, independently produce the music to their satisfaction. This flexibility would be exercised as popular mainstream musicians would be using their talents for video games specifically. An early example is ''Way of the Warrior'' on the 3DO Interactive Multiplayer, 3DO, with music by White Zombie (band), White Zombie. A more well-known example is Trent Reznor's score for ''Quake''. An alternate approach, as with the ''TMNT'' arcade, was to take pre-existing music not written exclusively for the game and use it in the game. The game ''Star Wars: X-Wing vs. TIE Fighter'' and subsequent ''Star Wars'' games took music composed by John Williams for the ''Star Wars'' films of the 1970s and 1980s and used it for the game soundtracks. Both using new music streams made specifically for the game, and using previously released/recorded music streams are common approaches for developing sound tracks to this day. It is common for X-games sports-based video games to come with some popular artists recent releases (''SSX'', ''Tony Hawk'', ''Initial D''), as well as any game with heavy cultural demographic theme that has tie-in to music (''Need For Speed: Underground'', ''Gran Turismo (series), Gran Turismo'', and ''Grand Theft Auto''). Sometimes a hybrid of the two are used, such as in ''Dance Dance Revolution''. Sequencing samples continue to be used in modern gaming where fully recorded audio is not viable. Until the mid-2000s, many larger games on home consoles used sequenced audio to save space. Additionally, most games on the Game Boy Advance and Nintendo DS used sequenced music due to storage limitations. Sometimes a cross between sequencing samples, and streaming music is used. Games such as ''Republic: The Revolution'' (music composed by James Hannigan) and ''Command & Conquer: Generals'' (music composed by Bill Brown) have utilised sophisticated systems governing the flow of incidental music by stringing together short phrases based on the action on screen and the player's most recent choices (see dynamic music). Other games dynamically mixed the sound on the game based on cues of the game environment. As processing power increased dramatically in the 6th generation of home consoles, it became possible to apply special effects in realtime to streamed audio. In ''SSX'', a recent video game series, if a snowboarder takes to the air after jumping from a ramp, the music softens or muffles a bit, and the ambient noise of wind and air blowing becomes louder to emphasize being airborne. When the snowboarder lands, the music resumes regular playback until its next "cue". The LucasArts company pioneered this interactive music technique with their iMUSE system, used in their early adventure games and the ''Star Wars'' flight simulators ''Star Wars: X-Wing (video game), Star Wars: X-Wing'' and ''Star Wars: TIE Fighter''. Action games such as these will change dynamically to match the amount of danger. Stealth-based games will sometimes rely on such music, either by handling streams differently, or dynamically changing the composition of a sequenced soundtrack.


Personalized soundtracks

Being able to play one's own music during a game in the past usually meant turning down the game audio and using an alternative music player. Some early exceptions were possible on PC/Windows gaming in which it was possible to independently adjust game audio while playing music with a separate program running in the background. Some PC games, such as ''Quake (video game), Quake'', play music from the CD while retrieving game data exclusively from the hard disk, thereby allowing the game CD to be swapped for any music CD. The first PC game to introduce in-game support for custom soundtracks was Lionhead Studio's Black and White. The 2001 game included an in-game interface for Winamp that enabled the players to play audio tracks from their own playlists. In addition, this would sometimes trigger various reactions from the player's Creature, like dancing or laughing. Some PlayStation games supported this by swapping the game CD with a music CD, although when the game needed data, players had to swap the CDs again. One of the earliest games, ''Ridge Racer (video game), Ridge Racer'', was loaded entirely into RAM, letting the player insert a music CD to provide a soundtrack throughout the entirety of the gameplay. In ''Vib Ribbon'', this became a gameplay feature, with the game generating levels based entirely on the music on whatever CD the player inserted. Microsoft's Xbox (console), Xbox allowed music to be copied from a CD onto its internal hard drive, to be used as a "Custom Soundtrack", if enabled by the game developer. The feature carried over into the Xbox 360 where it became supported by the system software and could be enabled at any point. The Wii is also able to play custom soundtracks if it is enabled by the game (''Excite Truck'', ''Endless Ocean''). The PlayStation Portable can, in games like ''Need for Speed Carbon: Own the City'' and ''FIFA 08'', play music from a Memory Stick. The PlayStation 3 has the ability to utilize custom soundtracks in games using music saved on the hard drive, however few game developers used this function. ''MLB 08: The Show'', released in 2008, has a My MLB sound track feature that allows the user to play music tracks of their choice saved on the hard drive of their PS3, rather than the preprogrammed tracks incorporated into the game by the developer. An update to ''Wipeout HD'', released on the PlayStation Network, was made to also incorporate this feature. In the video game ''Audiosurf'', custom soundtracks are the main aspect of the game. Users have to pick a music file to be analyzed. The game will generate a race track based on tempo, pitch and complexity of the sound. The user will then race on this track, synchronized with the music. Games in the ''Grand Theft Auto'' series have supported custom soundtracks, using them as a separate in-game radio station. The feature was primarily exclusive to Personal computer, PC versions, and was adopted to a limited degree on console platforms. On a PC, inserting custom music into the stations is done by placing music files into a designated folder. For the Xbox version, a CD must be installed into the console's hard drive. For the iPhone version of ''Grand Theft Auto: Chinatown Wars'', players create an iTunes playlist which is then played by the game. ''Forza Horizon 3'' used a similar technology of custom soundtracks with the help of Groove Music.


Developments in the 2000s

The Xbox 360 supports Dolby Digital software, sampling and playback rate of 16-bit @ 48 kHz (internal; with 24-bit hardware D/A converters), hardware codec streaming, and potential of 256 audio simultaneous channels. While powerful and flexible, none of these features represent any major change in how game music is made from the last generation of console systems. PCs continue to rely on third-party devices for in-game sound reproduction, and SoundBlaster is largely the only major player in the entertainment audio expansion card business. The PlayStation 3 handles multiple types of surround sound technology, including Dolby TrueHD and DTS-HD Master Audio, with up to 7.1 channels, and with sampling rates of up to 192 kHz. Nintendo's Wii console shares many audio components with the Nintendo GameCube from the previous generation, including Dolby Pro Logic II. These features are extensions of technology already currently in use. The game developer of today has many choices on how to develop music. More likely, changes in video game music creation will have very little to do with technology and more to do with other factors of game development as a business whole. Video game music has diversified much to the point where scores for games can be presented with a full orchestra or simple 8/16-bit chiptunes. This degree of freedom has made the creative possibilities of video game music limitless to developers. As sales of video game music diverged from the game itself in the West (compared to Japan where game music CDs had been selling for years), business elements also wield a new level of influence. Music from outside the game developer's immediate employment, such as music composers and pop artists, have been contracted to produce game music just as they would for a theatrical movie. Many other factors have growing influence, such as editing for content, politics on some level of the development, and executive input.


Impact and importance

Many video game players believe that music can enhance game play and outlets such as ''Popular Science'' have stated that it is designed to "simultaneously stimulate your senses and blend into the background of your brain, because that's the point of the soundtrack. It has to engage you, the player, in a task without distracting from it. In fact, the best music would actually direct the listener to the task." Sound effects within game play are also believed to impact game performance. Ambient sounds such as those present in ''Resident Evil'' are seen to enhance the tension felt by players, something that GameSpot stated was also used in cinema. Speeding up the sound effects and music in games such as ''
Space Invaders is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed to the Midway division of Bally for overseas distribution. ''Space Invaders'' was the first fixed shooter and set ...
'' is also stated to have a strong impact on the gaming experience when done properly. Properly done, this can help create realism within virtuality and alert players to important scenes and information. Music and sound effects can become memorable, enabling people to instantly recognize music or sound effects as well as hum or mimic the tune or sound effect. Polygon has stated that despite the popularity of video game music, people may not always know the name of the composer.


Licensing

Using licensed music for video games became more popular as the medium used to distribute games grew large enough to accommodate songs alongside a game's other assets. Additionally, with the large growth of the video game market in the 2000s, song licensing became a lucrative route for music rights holders to gain part of that revenue. Games like those in the ''Grand Theft Auto'' series became showcases of licensed music. Music licensing is generally complicated due to various copyright laws, typically with at least two separate copyrights to consider: the songwriters' and the performers' contributions. Most large video game developers and publishers who use licensed music typically have staff proficient in licensing to clear songs for use in video games with the various music labels and other creative persons. Games with licensed music can have problems well past release if perpetual rights for the music are not secured for the game. Early games before the onset of digital distribution would have perpetual right for the music since there was no practical way to update the game following release at retail to deal with curtailed rights. However, digital distribution platforms, like Steam (service), Steam, Xbox Live, and PlayStation Network keep games up-to-date automatically. Music licenses for games sold through digital distribution may include limited terms, requiring the publisher to re-negotiate rights with the music's owner, or otherwise the music must be removed from the game through these updates. Notably, ''Alan Wake'' by Remedy Entertainment, first released in 2010, had to be pulled from digital sale in 2017 due to expiring music rights. However, with Microsoft's help, Remedy was able to re-secure these rights a year later and returned the game for sale. ''Alpha Protocol'' by Obsidian Entertainment was also pulled from sale in 2019 due to expiring music license rights, though there are no known plans if publisher
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
will seek to renew these. Licensed music in video games has also affected video game streaming, such as Let's Play videos. Due to the Digital Millennium Copyright Act (DMCA), most popular video sharing and streaming sites implement automatic forms of detecting copyrighted music from most music labels, and flag or block user videos that employ that music, such as YouTube's ContentID system. These actions apply equally to videos of people playing video games, flagging the video from the licensed music in the game. To avoid this, games using licensed music may offer a "stream-safe" music option, either disabling the music playback or replacing the licensed music with copyright-free or royalty-free music.


Game music as a genre

Musicians can garner audiences between genres due to the presence of video game culture across lifestyles, from country music, country folk music to electronic music. Including various forms of nerd music; bitpop, nerdcore, geek rock, and filk music. Some musicians in these fields are known within their mainstream counterpart genres. Anamanaguchi is a rock and pop group known for their blending of chiptune, they created the soundtrack of Scott Pilgrim vs. the World: The Game to fit in with the indie music scenes of ''Scott Pilgrim'' graphic novels. Another example is in contemporary Christian music, with known Christian electronic dance music, CEDM musician Owl City creating the theme song "When Can I See You Again?" for the movie ''Wreck-It Ralph'' , or computer scientist and Western music (North America), Western musician Mario J. Lucero performs experimental music, experimental electronic music under the stage name LE37. Indie folk musician José González (singer), José González became internationally recognized with his Western inspired song "Far Away" during the Music of Red Dead Redemption, music of ''Red Dead Redemption''. Alternative rock musician Jonathan Coulton is best known for Portal (video game), Portal's "Still Alive" and Code Monkey (song), the theme song to ''Code Monkeys''. Music group Trocadero (band), Trocadero was known for producing the soundtrack to ''Red vs. Blue'', and their former bandmate Jeff Williams produced the soundtrack to ''RWBY''. These types of musicians are often grouped together with video game music composers like Kero Kero Bonito or indie Ooblets composer Slime Girls (Pedro Silva), or Hideki Naganuma, Toby Fox, and Crush 40, as they are often game or related composers themselves. Musical composers can produce film scores and video game scores, for example U.S. composer Michael Giacchino who composed the soundtrack for the game Medal of Honor (video game series), Medal of Honor and later composed for the television series ''Lost (TV series), Lost'' and wrote scores for movies such as ''The Incredibles'' (2004) and ''Star Trek (film), Star Trek'' (2009). Many games for the
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the commonly known as the The NES, a redesigned version, was released in America ...
and other early game consoles feature a similar style of musical composition that is sometimes described as the "video game genre." Some aspects of this style continue to influence certain music today, though gamers do not associate many modern game soundtracks with the older style. The genre's compositional elements largely developed due to technological restraints, while also being influenced by electronic music bands, particularly
Yellow Magic Orchestra Yellow Magic Orchestra (YMO for short) is a Japanese electronic music band formed in Tokyo in 1978 by Haruomi Hosono (bass, keyboards, vocals), Yukihiro Takahashi (drums, lead vocals) and Ryuichi Sakamoto (keyboards, vocals). The group is conside ...
(YMO), who were popular during the late 1970s to 1980s. YMO sampled sounds from several Golden age of video arcade games, classic arcade games in their early albums, most notably ''
Space Invaders is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed to the Midway division of Bally for overseas distribution. ''Space Invaders'' was the first fixed shooter and set ...
'' in the 1978 hit song "Yellow Magic Orchestra (album), Computer Game". In turn, the band would have a major influence on much of the video game music produced during the History of video game consoles (third generation), 8-bit and History of video game consoles (fourth generation), 16-bit eras. Features of the video game music genre include: * Pieces designed to repeat indefinitely, rather than having an arranged ending or fading out (they however create an atmosphere, especially in important scenes of the game. They introduce a philosophical dimension in the game, as they may introduce questioning in the mind of players, in relationship with their next action). * Pieces lacking lyrics and playing over gameplay sounds. * Limited polyphony. Only three notes can be played simultaneously on the Nintendo Entertainment System. A great deal of effort was put into composition to create the illusion of more notes playing at once. Although the tones featured in NES music can be thought of as emulating a traditional four-piece rock band (triangle wave used as a bass, two pulse waves analogous to two guitars, and a white noise channel used for drums), composers would often go out of their way to compose complex and rapid sequences of notes, in part due to the restrictions mentioned above. This is similar to music composition during the Baroque period, when composers, particularly when creating solo pieces, focused on musical embellishments to compensate for instruments such as the harpsichord that do not allow for expressive dynamics. For the same reason, many early compositions also feature a distinct jazz influence. These would overlap with later influences from heavy metal music, heavy metal and J-pop music, resulting in an equally distinct compositional style in the 16-bit era. In an unrelated but parallel course in the European and North American developer scene, similar limitations were driving the musical style of home computer games. Module file format music, particularly MOD (file format), MOD, used similar techniques but was more heavily influenced by the electronic music scene as it developed, and resulted in another very distinct subgenre. Demo (computer programming)#Music, Demos and the developing demoscene played a big part in the early years, and still influence video game music today. As technological limitations gradually lifted, composers were given more freedom and, with the advent of CD-ROM, pre-recorded soundtracks came to dominate, resulting in a noticeable shift in composition and voicing style. Popular early CD-ROM titles were released with high-resolution graphics and recorded music. Since the audio was not reliant on a sound-card's synthesis, CD-ROM technology ensured that composers and sound designers could know what audio would sound like on most consumer configurations and could also record sound effects, live instruments, vocals, and in-game dialogue.


Outside video games

Appreciation for video game music is strong among fans and composers, particularly for music from the History of video game consoles (third generation), third and History of video game consoles (fourth generation), fourth generations of home video game consoles, and sometimes newer generations. This appreciation has been shown outside the context of a video game, in the form of CDs, sheet music, public performances, art installations, and popular music.


CDs and sheet music

Selling video game soundtracks separately as CDs has become increasingly popular in the industry. Interpretive albums, remixes, and live performance albums were also common variations to original soundtracks (OSTs). Koichi Sugiyama was an early figure in this practice, and following the release of the first ''Dragon Warrior, Dragon Quest'' game in 1986, a live performance CD of his compositions was released and performed by the London Philharmonic Orchestra (then later by other groups including the Tokyo Philharmonic Orchestra, and NHK Symphony). By 1987,
Sega is a Japanese multinational corporation, multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, r ...
were selling 50,000 to 100,000 game soundtrack CDs annually. Yuzo Koshiro, another early figure, released a live performance of the ''Actraiser'' soundtrack. Both Koshiro's and fellow Falcom composer Mieko Ishikawa's contributions to ''Ys (video game), Ys'' music would have such long-lasting impact that there were more albums released of Ys music than of almost all other game-type music. Like anime soundtracks, these soundtracks and even sheet music books were usually marketed exclusively in Japan. Therefore, interested non-Japanese gamers had to import the soundtracks and/or sheet music books through on or offline firms specifically dedicated to video game soundtrack imports. This has been somewhat less of an issue more recently as domestic publishers of anime and video games have been producing western equivalent versions of the OSTs for sale in UK and US, though these are often for more popular titles. Video game music companies like Materia Collective have pursued and produced published book editions of video game music. The sale of video game soundtracks has created a growing symbiotic relationship between the music industry and the games industry. Commonly, games are being used to promote and sell licensed music, rather than just original score, and recording artists are being used to market and sell games. Music marketing agency Electric Artists conducted a study that revealed a number of interesting statistics surrounding ‘‘hard-core gamers’’ and their music habits: 40% of hard-core gamers bought the CD after hearing a song they liked in a video game, 73% of gamers said soundtracks within games help sell more CDs, and 40% of respondents said a game introduced them to a new band or song, then 27% of them went out and bought what they heard. Some game soundtracks have become so popular they have reached platinum status, such as NBA Live 2003.


Public performance

Many original composers have publicly exhibited their music through symphonic concert performances. Once again, Koichi Sugiyama was the first to execute this practice in 1987 with his "Family Classic Concert" and has continued these concert performances almost annually. In 1991, he also formed a series called Orchestral Game Music Concerts, notable for featuring music of other talented game composers such as Yoko Kanno (''Nobunaga's Ambition'', ''Romance of the Three Kingdoms'', ''Uncharted Waters''),
Nobuo Uematsu is a Japanese composer and keyboardist best known for his contributions to the ''Final Fantasy'' video game series by Square Enix. A self-taught musician, he began playing the piano at the age of twelve, with English singer-songwriter Elton Jo ...
(''Final Fantasy''), Keiichi Suzuki (''Mother/Earthbound''), and Kentaro Haneda (''Wizardry''). Following suit, compositions by Nobuo Uematsu on ''Final Fantasy IV'' were arranged into ''Final Fantasy IV: Celtic Moon'', a live performance by string musicians with strong Celtic influence recorded in Ireland. The Love Theme from the same game has been used as an instructional piece of music in Japanese schools. With the success of Square (video game company), Square's 1990s games ''Final Fantasy VI, Final Fantasy VII'' and ''Final Fantasy VIII'' by Nobuo Uematsu, and ''Chrono Trigger, Xenogears'' and ''Chrono Cross'' by Yasunori Mitsuda, public performance began to gain international popularity. On August 20, 2003, music written for video games such as ''Final Fantasy'' and ''The Legend of Zelda'' was performed for the first time outside Japan, by the Czech National Symphony Orchestra in a Symphonic Game Music Concert in Leipzig, Germany at the Gewandhaus concert hall. This event was held as the official opening ceremony of Europe's biggest trading fair for video games, the GC Games Convention and repeated in 2004, 2005, 2006 and 2007. On November 17, 2003, Square Enix launched the ''Final Fantasy Radio'' on America Online. The radio station has initially featured complete tracks from ''Final Fantasy XI'' and ''Final Fantasy XI, Final Fantasy XI: Rise of Zilart'' and samplings from ''Final Fantasy VII'' through ''Final Fantasy X''. The first officially sanctioned Final Fantasy Music Concert, Final Fantasy concert in the United States was performed by the Los Angeles Philharmonic Orchestra at Walt Disney Concert Hall in Los Angeles, California, on May 10, 2004. All seats at the concert were sold out in a single day. "Dear Friends: Music from Final Fantasy" followed and was performed at various cities across the United States. Nobuo Uematsu has also performed a variety of Final Fantasy compositions live with his rock band, The Black Mages. On July 6, 2005, the Los Angeles Philharmonic Orchestra also held a Video Games Live concert at the Hollywood Bowl, an event founded by video game music composers Tommy Tallarico and Jack Wall (composer), Jack Wall. This concert featured a variety of video game music, ranging from ''Pong'' to ''Halo 2''. It also incorporated real-time video feeds that were in sync with the music, as well as laser and light special effects. Media outside the video game industry, such as NPR and ''The New York Times'', have covered their subsequent world tours. On August 20, 2006, the Malmö Symphonic Orchestra with host Orvar Säfström performed the outdoor game music concert Joystick in Malmö, Sweden before an audience of 17,000, holding the current record of attendance for a game music concert. Säfström has since continued to produce game music concerts around Europe under the names Joystick and Score. From April 20–27, 2007, Eminence Symphony Orchestra, an orchestra dedicated to video game and anime music, performed the first part of their annual tour, the "A Night in Fantasia" concert series in Australia. Whilst Eminence had performed video game music as part of their concerts since their inception, the 2007 concert marked the first time ever that the entire setlist was pieces from video games. Up to seven of the world's most famous game composers were also in attendance as special guests. Music performed included Red Alert 3 Theme: Soviet March by James Hannigan and Shadow of the Colossus by Kow Otani. Since 2010, video games-themed "pops orchestra, pops" concerts have become a major proportion of the revenue in many United States List of concert halls, concert halls, as traditional classical music performances decline in popularity. On March 16, 2012 the Smithsonian American Art Museum's "The Art of Video Games" exhibit opened featuring a chipmusic soundtrack at the entrance by artists 8 Bit Weapon & ComputeHer. 8 Bit Weapon also created a track called "The art of Video Games Anthem" for the exhibit as well. The first video game music-focused concert for the BBC Proms was held on August 1, 2022.


In popular music

In the popular music industry, video game music and sounds have appeared in songs by various popular artists. Arcade game sounds had a particularly strong influence on the hip hop music, hip hop, pop music (particularly synthpop) and electro music genres during the golden age of arcade video games in the early 1980s. Arcade game sounds had an influence on synthpop pioneers
Yellow Magic Orchestra Yellow Magic Orchestra (YMO for short) is a Japanese electronic music band formed in Tokyo in 1978 by Haruomi Hosono (bass, keyboards, vocals), Yukihiro Takahashi (drums, lead vocals) and Ryuichi Sakamoto (keyboards, vocals). The group is conside ...
, who sampled ''Space Invaders'' sounds in their influential 1978 debut album, particularly the hit song "Yellow Magic Orchestra (album), Computer Game". In turn, the band would have a major influence on much of the video game music produced during the History of video game consoles (third generation), 8-bit and History of video game consoles (fourth generation), 16-bit eras. Other pop songs based on ''Space Invaders'' soon followed, including "Disco Space Invaders" (1979) by Funny Stuff, "Space Invaders" (1980) by Playback, and the hit songs "Pretenders (album), Space Invader" (1980) by Pretenders (band), The Pretenders and "Space Invaders" (1980) by Uncle Vic. Buckner & Garcia produced a successful album dedicated to video game music in 1982, ''Pac-Man Fever (album), Pac-Man Fever''. Former YMO member Haruomi Hosono also released a 1984 album produced entirely from Namco arcade game samples entitled ''Video Game Music'', an early example of a
chiptune Chiptune, also known as chip music or 8-bit music, is a style of synthesized electronic music made using the programmable sound generator (PSG) sound chips or synthesizers in vintage arcade machines, computers and video game consoles. The t ...
record and the first video game music album. Warp (record label), Warp's record "WarpVision, Testone" (1990) by Sweet Exorcist (band), Sweet Exorcist sampled video game sounds from YMO's "Computer Game" and defined Sheffield's Yorkshire Bleeps and Bass, bleep techno scene in the early 1990s. More recently, "video game beats" have appeared in popular songs such as Kesha's "Tik Tok (song), Tik Tok", the List of best-selling singles worldwide, best-selling single of 2010, as well as "U Should Know Better" by Robyn featuring Snoop Dogg,
Translation
and "Hellbound" by Eminem. The influence of video game music can also be seen in contemporary electronica music by artists such as Dizzee Rascal and Kieran Hebden. Grime (music), Grime music in particular samples sawtooth wave sounds from video games which were popular in East (London sub region), East London. English power metal band DragonForce is also known for their "retro video game influenced" sound.


Video game music education

Video game music has become part of the curriculum at the degree, undergraduate, and graduate levels in many traditional colleges and universities. According to the Entertainment Software Association, there are over 400 schools offering courses and degrees in video game design in the United States, many of which include sound and music design. Berklee College of Music, Yale University, New York University, and the New England Conservatory have all introduced game music into their music programs. These programs offer immersive education in music composition, orchestration, editing and production. Other post-secondary schools have more games-focused programs, such as DigiPen Institute of Technology, Columbia College Chicago, and Academy of Art University, who all offer programs in Music and Sound Design. These programs include courses in sound effect creation, interactive sound design, and scripting music. Similar programs have gained popularity in Europe. The Utrecht School of the Arts (Faculty of Art, Media and Technology) has offered a Game Sound and Music Design program since 2003. The University of Hertfordshire has a program in Music Composition and Technology for Film and Games, Leeds Beckett University offers Sound and Music for Interactive Games, and dBs Music Bristol teaches Sound for Games and Apps. More informal institutions, like the training seminars at GameSoundCon also feature classes in how to compose video game music. Extracurricular organizations devoted to the performance of video game music have also been implemented in tandem with these new curriculum programs. The Gamer Symphony Orchestra at the University of Maryland performs self-arranged video game music and the Video Game Orchestra is a semiprofessional outgrowth of students from the Berklee College of Music and other Boston-area schools. According to the National Association for Music Education, video game music is now being taught at elementary and secondary school levels to aid in the understanding of music composition. Students at Colonel Zadok A. Magruder High School, Magruder High School in Montgomery County, Maryland, Montgomery County, Maryland have even started a student-run gamer orchestra, and many high school bands perform game music.


Academic study

Academic research on video game music began in the late 1990s, and developed through the mid 2000s. Early research on the topic often involved historical studies of game music, or comparative studies of video game music and film music (see, for instance, Zach Whalen's article "Play Along – An Approach to Videogame Music" which includes both). The study of video game music is also known by some as "ludomusicology" — a portmanteau of "ludology" (the study of games and gameplay) and "musicology" (the study and analysis of music) — a term coined independently by Guillaume Laroche and Roger Moseley. A prominent figure in early video game music and audio research is Karen Collins, who is associate professor at the University of Waterloo and Canada Research Chair in Interactive Audio at the University of Waterloo Games Institute. Her monograph ''Game Sound: An Introduction to the History, Theory and Practice of Video Game Music and Sound Design'' (MIT Press 2008) is considered a seminal work in the field, and was influential in the subsequent development of video game music studies. The Ludomusicology Research Group is an inter-university research organisation focusing on the study of music in games, music games and music in video game culture, composed of four researchers: Michiel Kamp, Tim Summers, Melanie Fritsch, and Mark Sweeney. Together they organise an annual international conference held in the UK or Europe (at the time of writing, the most recent was the Ludo2017 conference held at Bath Spa University). The group was founded by Kamp, Summers and Sweeney in August 2011, who have also edited a collection of essays based around the study of game sound entitled ''Ludomusicology: Approaches to Video Game Music'', published in July 2016. They also edited a double special issue of ''The Soundtrack'' and initiated a new book series for the ''Study in Game Sound and Music'' in 2017. In September 2016, Tim Summers' book 'Understanding Video Game Music' was published by Cambridge University Press. Fritsch officially joined the group in 2016. She had edited the 2nd issue of the online journal ''ACT – Zeitschrift für Musik und Performance'', published in July 2011, which included ludomusicological contributions written by Tim Summers, Steven B. Reale and Jason Brame. She had been a regular at the conferences since 2012 and published several book chapters on the topic. Whereas Kamp, Summers and Sweeney have a background in musicology, Fritsch's background is in performance studies. The North American Conference on Video Game Music (NACVGM) is an international conference on video game music held annually in North America since 2014. It is organised by Neil Lerner, Steven Beverburg Reale and William Gibbons. In late 2016 the Society for the Study of Sound and Music in Games (SSSMG) was launched by the Ludomusicology Research Group in conjunction with the organisers of the North American Conference on Video Game Music and the Audio Mostly conference. The SSSMG has the aim of bringing together both practitioners and researchers from across the globe in order to develop the field's understanding of sound and video game music and audio. Its focus is the use of its website as a "hub" for communication and resource centralisation, including a video game music research bibliography (a project initially begun by the Ludomusicology Research Group). The Ludomusicology Society of Australia was launched by Barnabas Smith in April 2017, during the Ludo2017 conference in Bath, UK; it aims to "offer a centralised and local professional body nurturing game music studies for academics, people in industry and game music fans alike in the Australasian region."


Composers

Creating and producing video game music requires strong teams and coordination among the different divisions of game development. As the market has expanded, so have the types of jobs in game music. The process often starts with the game designer, who will have a specific musical theme or genre in mind for the game. Their options include contracting original composers or licensing existing music, both of which require other music experts. During the arcade and early console era (1983 to the mid 1990s), most game music was composed by full-time employees of the particular game company producing the game. This was largely due to the very specialized nature of video game music, where each system had its own technology and tool sets. It was not uncommon for a game company like Capcom or Konami to have a room full of composers, each at their own workstation with headphones writing music. Once the CD-era hit and studio recorded music became more ubiquitous in games, it became increasingly common for game music to be composed by independent contractors, hired by the game developer on a per-project basis. Most bigger budget games such as ''Call of Duty'', ''Mass Effect'', ''Ghost Recon'', or ''Lost Planet'' hire composers in this fashion. Approximately 50% of game composers are freelance, the remaining being employees of a game company. Original score and soundtrack may require the hiring of a Music director, Music Director, who will help create the game music as well as help book the resources needed for performing and recording the music. Some music directors may work with a game's Sound Designer to create a dynamic score. Notable exceptions include composer
Koji Kondo is a Japanese music composer, pianist, and music director who works for the video game company Nintendo. He is best known for his numerous contributions to the '' Super Mario'' and ''The Legend of Zelda'' series of video games, among others pr ...
, who remains an employee at Nintendo, and Martin O'Donnell, who worked at Bungie until early 2014. The growth of casual, mobile and social games has greatly increased opportunities for game music composers, with job growth in the US market increasing more than 150% over five years. Independently developed games are a frequent place where beginning game composers gain experience composing for video games. Game composers, particularly for smaller games, are likely to provide other services such as sound design (76% of game composers also do some sound design), integration (47% of game composers also integrate their music into audio middleware), or even computer coding or scripting (15%). With the rising use of licensed popular music in video games, job opportunities in game music have also come to include the role of a music supervisor. Music supervisors work on behalf of a game developer or game publisher to source pre-existing music from artists and music publishers. These supervisors can be hired on a per-project basis or can work in-house, like the Music Group for Electronic Arts (EA) that has a team of music supervisors. A music supervisor is needed to not only help select music that will suit the game, but to also ensure the music is fully licensed in order to avoid lawsuits or conflicts. Music supervisors may also help negotiate payment, which for artists and songwriters is often a one-time buy-out fee, because games do not generate music royalties when they are sold. A growing trend is to contract artists to write original songs for games, to add to their value and exclusivity, and once again supervisors can be a part of that process.


Awards


Current


Defunct


Other

In 2011, video game music made its first appearance at the Grammy Awards when "Baba Yetu", a song from ''Civilization IV'', Grammy Awards of 2011#Composing and arranging, won the Grammy Awards of 2011, 53rd annual music awards' Grammy Award for Best Instrumental Arrangement Accompanying Vocalist(s), Best Instrumental Arrangement Accompanying Vocalists, making it the first video game music to be nominated for (or to win) a Grammy. The song won for its placement on Christopher Tin’s album ''Calling All Dawns'', but had been used in the game six years prior. Other video game awards include the International Film Music Critics Association (IFMCA) award for Best Original Score for Interactive Media and Machinima.com's Inside Gaming Awards for Best Original Score and Best Sound Design. In addition to recognizing the composers of original score, the Guild of Music Supervisors offer a GMS Award to the music supervisors that select and coordinate licensed music for video games.


Fan culture

Video game fans have created their own fan sites "dedicated to the appreciation and promotion of video game music", including OverClocked ReMix and Rainwave. Fans also make their own song remixes and compilations, like insaneintherainmusic, and have built online remixing communities through the ease of internet distribution. There are over 50 podcasts dedicated to the topic of video game music. Most notable among these are the Super Marcato Bros., Rhythm and Pixels, and Game That Tune. Japanese dōjin music scene is notable for producing albums of arranged videogame music which derived from popular retro franchises such as ''Mega Man'', ''Chrono Trigger'' or ''
Final Fantasy is a Japanese video game, Japanese science fantasy anthology media franchise created by Hironobu Sakaguchi and developed and owned by Square Enix (formerly Square (video game company), Square). The franchise centers on a series of fantasy and ...
'', from dōjin soft, dōjin games, such as Touhou Project, studio Key (company), Key visual novels and ''When They Cry (disambiguation), When They Cry'' series, from popular franchises on Comiket, such as Type-Moon Fate series or Kantai Collection. There have been over six thousand dōjin albums of ''Touhou Project'' music released.


See also

* Circuit bending * Game rip (audio) * IEZA Framework * List of video game musicians * List of video game soundtracks released on vinyl * List of video game soundtracks on music streaming platforms * MAGFest * Music video game * OverClocked ReMix * Rainwave * VGMusic.com * Video Games Live


References


External links


VGMdb
Video Game Music and Anime Soundtrack Database , VGMdb
GamesSound.com
Academic articles on video game sound and music
Early Video Game Soundtracks
2001 article on video game music, orig. published in ''In Magazine''

at Tracksounds
"The Evolution of Video Game Music"
''All Things Considered'', April 12, 2008
List of games with non-original music
at uvlist.net
Pretty Ugly Gamesound Study
Website studying pretty and ugly game music and sound.
CaptivatingSound.com
Resources for design of game sound and music.
Audio and Immersion
PhD thesis about game audio and immersion.
Diggin' in the Carts: A Documentary Series About Japanese Video Game Music
Red Bull Music Academy. {{Chiptune-footer Video game music, Video game design, Music