historia de la musica en los videojuegos.pdf
TRANSCRIPT
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FromBitstoHits:VideoGamesMusicChangesitsTune KarenCollins
citeas:
Collins,Karen2005.FromBitstoHits:VideoGamesMusicChangesitsTune
Film
International#12,
January
2005.
pp.
419.
WhenIwasakid,mybrotherandIwouldplayNintendountilwewerebothdoubledoverwithwhatwedcalled
Nintendothumb.Ilaterlearnedthetechnicaltermforthisproblemwascarpaltunnelsyndrome,butitdidnt
matterIwashooked.Hookedonthelittlecartoonishcharactersthatfeltsolifeliketomeatthetime,hookedon
gamesthatledmethroughtime,throughhistory,throughworldsknownandunknown,andmostimportantly,
hookedonlaughingatmybrotherasIjoinedinwiththequickdescendingglissandobleepingofthemachine,
signifyingthecharactersdeath,andmyturntoplay.
Thoseof
us
who
grew
up
in
front
of
several
generations
of
games
consoles
take
for
granted
that
games
music
has
comealongwayfromtheblipsandbleepsoftheearlymachines.Afterall,eventheconservativeNational
AcademyofRecordingArtsandScienceshasnowallowedforGrammyawardsforinteractivegamesmusic.iThere
arealsoBAFTAandMTVawardsnowforgamessoundtracks.Infact,manyfilmcomposersandpopularmusic
groupsarebecomingincreasinglyinvolvedintheproductionofgamesmusic,andsoundtrackstovideogamesare
findingaconsiderableaudienceamongstmusicfans,asmoreandmoregamessoundtracksbecomereleasedas
musicCDs. HowardShore,composerofthefilmsTheLordoftheRingsandTheSilenceoftheLambshasrecently
completedthescoreforWebzensSUN,andMichaelNyman,famousforhisPeterGreenawayfilmscores,hasalso
producedmusicforgames,suchasSegasEnemyZero.Despitetheadvancesingamestechnology,manyacademics
havebeenslowtorecognizethegrowingimportanceofgamesmusic.
Assoundtechnologyimprovedthroughthelastthreedecades,sodiditsroleingames.Musicquicklywentfrom
beingacatchy
gimmick
designed
to
sucker
quarters
from
unsuspecting
passers
by
in
arcades,
to
being
an
integral
partofthegamingexperience.Gamesmusicsharesmostofthefunctionsoffilmmusicithelpsestablishsettings,
emphasizesmovement,andservesnarrativefunctions(continuity,unity,cuing,foreshadowing,etc.).iiInaddition
tothesefunctions,gamesaudio,duetoitsinteractiveelements,hasadditionalfunctions,suchashelpingtolocate
theplayerinthegame,drawingtheplayerinemotionally,symbolizingspecificeventsoritemstolettheplayer
knowwhentheyvedonesomethinggoodorbad,andmostimportantly,cueingplayerstotakeanaction,suchas
warningtheplayerthatabadguyisjustaroundthecorner.Therehaveevenbeengamesinwhichmusicplaysa
pivotalroleintheplotandplayersmustpayattentiontomusicalcuesinordertoprogress.Anygamertodaycan
tellyouthatmostgamesaredifficulttoplaywithoutsoundon.
Anewfunctiontodayofgamesmusicismarketingeithertosellthesoundtrackstothegames,ortoattractmusic
fanstoaparticulargame.Popularmusicisoftenincludedingamestoday,asisevidencedbyIsland/DefJams
recentpartnership
with
Electronic
Arts,
the
largest
game
manufacturer.iii
The
recent
game
Tony
Hawk's
Underground:T.H.U.G2,forinstance,hasaneclecticrangeoftracks,fromoldschoolpunkliketheRamonesand
theSexPistols,tojustplainoldschoollikeFrankSinatraandJohnnyCash,aswellascontemporaryhiphopartists
likeAesopRock.Themusicindustryisevendiscoveringvideogamesasanewchannelformarketingbands,as
artistslikeAndrewWK,GoodCharlotte,andTrustCompanyhavesuccessfullygainedexposurethroughthe
medium.iv Onesurveysuggests55percentofteenagegamerslearnofnewmusicthroughgamesnow,andasong
inapopulargameislikelytobeheard600milliontimes.v Gamessoundtracksareevenmakingtheirwayintothe
charts,asElectronicArtsNBALive2003recentlybecamethefirsttoachieveplatinumsales(onemillionunits).
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TheaimsofthispaperaretooutlineandexplainwhatIwillrefertoasthethreemainstagesofgamesaudio
development.Thefirstisthemusicofthe8bitmachines,thatpivotaltimeofblipsandbleepsthatmanystillcallto
mindwhendiscussinggamesmusic.Thesecondstageisthemusicoftheinbetweenyears,whendevelopments
intechnologyexpandedintoMIDIandwavetablesynthesis,andsubsequentlymoresophisticatedmusicingames
begantodevelop.ThefinalstagebeginswiththeinclusionofRedbook(CD)audioandtakesustotodaywhen
therearefewlimitationsintechnologyandgamesscoringhasbecomealucrativebusiness.
Part
One:
The
8
Bit
Revolution
Theearliestvideogamesthosegoingbacktowhatisallegedlythefirst,WilliamHigginbothamsTennisforTwo
gameof1958,andSteveRussellsSpacewarof1962hadnosound. Likewise,theearliesthomeconsolessuchas
theMagnavoxOdysseywerealsosilent.ItwasntuntilAtarisPong(1972),anearlyelectronictabletennisgame,
thatavideogameincludedsound,makingthebeepingpongsoundwhentheballhitthepaddle.AsStephenKent
reports,thepongsoundwasreportedbydesignerAlAlcornasanaccident:
Thetruthis,Iwasrunningoutofpartsontheboard.Nolan[Bushnell]wantedtheroarofacrowdofthousandsthe
approvingroarofcheeringpeoplewhenyoumadeapoint.TedDabneytoldmetomakeabooandahisswhenyou
lostapoint,becauseforeverywinnertheresaloser.IsaidScrewit,Idontknowhowtomakeanyoneofthose
sounds.
I
dont
have
enough
parts
anyhow.
Since
I
had
the
wire
wrapped
on
the
scope,
I
poked
around
the
sync
generatortofindanappropriatefrequencyoratone.Sothosesoundsweredoneinhalfaday.Theywerethesounds
thatwerealreadyinthemachine(Kent,2001:4142).
Taito/MidwaysSpaceInvadersof1978wasthefirstmajorarcadegamesuccess,andalsothefirstgametoinclude
acontinuousbackgroundsoundtrack:foursimplechromaticdescendingbassnoteswhichrepeatedinaloop.Along
withthemusic,thegameincludedsixsoundeffects:amissileshot,explosions,astrikeonasaucer,aflyingsaucer
sound,invaderhits,andthebonusmissilebase.MostremarkableaboutSpaceInvadersisthefactthat,despite
beingthefirsttoincludeabackgroundtrack,italsorecognizedtheneedforthesoundtracktobeinteractivethat
is,themusicstempowasaffectedbytheplayersprogressinthegame.Inthiscase,thefourtonesbecamethe
marchingofalienfeetthatspedupasthegameprogressed.
Mostvideogamesmusicatthetimeoftheearlyarcadehitsincludedoneortwochanneltuneseitherasquicktitle
themesortwotothreesecondingameloops,althoughanotherimportantinventioningamesaudiocame
quicklythecutscene,anintermission,orbreakinagameduringwhichplayerssitbackandwatch,usedasa
rewardforattainingaparticularlevel.TohruIwatanisPacman,thefirstgametoincorporateacutscene(1980),
enjoyeditsmostmusicaltimesduringthesescenes,sincerunningaudioandplayerinteractionatthesametime
wastypicallytootaxingontheoldprocessors,butwithouttheplayerinteraction,soundcouldbeboosted.Pacman
alsobroughtaboutamassrealizationofthecatchinessofsoundingamesitsinfamouswacawacaingame
soundandopening2channeltitlethemebecamethesourceofseveralgimmicksongsinthe80s,suchasWeirdAl
YankovicsPacman,andBucknerandGarciasPacmanFeverthelatterofwhichquicklyledtoanalbumof
othergamestunes,including"GoinBerserk","DoTheDonkeyKong","OdetoaCentipede","Froggy'sLament"and
"Defender". Videogamesmusicmayhavebeenviewedasagimmick,butitwasheretostay.
Thebeginningsofinteractiveaudioonlyprovidethevaguestofcluesastowhatwastocome.Soundwasslowto
develop,andifonerecognizesthepoorgraphicsqualityofthoseearlygamescomparedwiththoseoftoday,its
notamajorleapoftheimaginationtorealizethesoundoftheoldgameswasequallypoor,ifnotworse.PCsin
particularwereconsideredbusinessmachines,andaudiowasnotseentohavemanybusinessapplications,and
wasthereforenotapriorityforcomputerdevelopers.Nevertheless,thereweremanyprogressiveideasintroduced
totheaudioof8bitmachinegames,and8bitgamesdevelopedauniqueaestheticthatisstillenjoyedbygamers
andmusicfanstoday.Infact,awholegenreofelectronicmusicknownasbitcore,bithop,bliphopor
micromusichasbeenspawnedbycomposerswhostilluse8bitmachinestoday.vi
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Themajorityof8bitmachines(andearlyarcadeandpinballmachines)usedwhatisknownasProgrammable
SoundGenerators,orPSGsound.EarlyPSGsusedanaloguesynthesis,orsubtractivesynthesis,whichstartswitha
waveformcreatedbyanoscillator,andusesafiltertoattenuateorsubtractspecificfrequenciesandthenpasses
thisthroughanamplifiertocontroltheenvelopeandamplitudeofthefinalresultingsound.Thesespecifications
wereusuallycodedinassemblylanguage,andearlysoundprogrammersneededtounderstandtheprogramming
languagetoengagethechip.Thismeantthatmostearlycomposerswereinfactprogrammersworkingonother
aspectsof
agame,
or
at
best,
in
house
programmer
musicians
who
had
to
work
closely
with
programmers
working
onotheraspectsofthegame.PSGsofferedlittlecontroloverthetimbreofasound,usuallylimitingsoundsto
singlewaveformswithoutmuchabilitytomanipulatethatwaveform.ManyofthesePSGsweregenericchips
createdbyTexasInstrumentsorGeneralInstruments,butsomeearlyhomecomputercompanies,suchasAtariand
Commodore,designedtheirownsoundchipstoimprovesoundquality.
InternationalBusinessMachines(IBM)introducedtheirPersonalComputer(PC)in1981.ThefirstIBMPCsand
clonescontainedonlyatinyspeakerthatcouldproducesimpletones(typicallysquarewaves)ofvaryingfrequency
butofafixedvolume,designedtoindicateerrorsorothermessages,sometimesreferredtoasabipperora
beepertheywere,asthenamesuggested,businessmachines,andgameswereviewedfairlyirrelevanttothe
market. By1983,seeingthesuccessofcompaniessuchasCommodoreandApple,IBMrealizedthattheirbusiness
couldbeexpandedintoawidermarketbymakingthePCmoreaccessibletotheneedsofthehomeuser.Withthis
inmind,
the
IBM
PCjr
was
launched
in
1984.
To
better
compete
with
the
other
home
PCs
being
marketed
at
the
time,severalchangesweremadetotheoriginalPC.Enhancedgraphicsandsoundillustratedtheimportanceof
videogamesinthehomecomputermarket. AlthoughthePCjrhadseveralfailingswhichhelditbackfromgreat
success,vii
theseproblemswereimproveduponbyitspopularclone,RadioShacksTandy1000.TheTandy1000
retainedtheenhanced3voicesoundofthePCjr,makingitpopularwithgamersandgamedevelopersintheearly
1980s.
IBM,inanefforttomarketthePCjr,hiredtheUScompanySierratoproduceaPCjrgamethatwouldshowoffthese
newlyenhancedcoloursandsoundcapabilities.Sierrahadpreviouslycreatedgraphicandtextadventuresforthe
PC,suchasUlyssesandtheGoldenFleece,MysteryHouse,andTheDarkCrystal.SierrasanswertoIBMs
assignmentwasKingsQuest,thefirst3Dgraphicadventuregame.ButSierrawentonestepfurther,creatingan
AdventureGameInterpreter,orAGI,whichwouldbecomethestandardforprogrammingSierraspopulargraphic
adventureseries
such
as
Space
Quest,
Police
Quest,and
the
Leisure
Suit
Larryseries.
The
AGI
format
was
designed
forandmodeledaroundthePCjrssoundchip,usingallavailablesoundchannels.ThePCjr,TandyandMacintosh
versionsofthegamessongswerecomposedoffourparts;themelody,twoaccompanimentparts,andonenoise
(generallyforsoundeffects).ThegamescouldalsobeplayedontheIBMPC,althoughthePCssinglechannelcould
onlyplaythemelodyportion(firstchannel)ofthesongs.
MostearlygamesforthePCwerecodedinBASICA,otherwiseknownasAdvancedBASIC(BeginnersAllPurpose
SymbolicInstructionCode),theofficialBASICofIBM.BASICasalanguageforgameprogrammingwassomewhat
limitedontheoldmachines,whichhadtroublemanagingsoundatthesametimeasexecutingothertasks.The
processorscouldonlymaintainstaticsound,or,insomecases,apatchydynamicsound,andtheseparate
channelsforthosefewPCsthathadthem,wouldoccasionallyexperiencedelayduetotheslowexecutionofthe
commands.viii
Atbest,then,gameshadatitletheme,athemeatkeyevents(suchasdeathofamajorcharacter),
sometimestied
in
with
cut
scenes,
and
agame
over
sequence.
Background
music
for
the
early
home
PCs
was
rare.
AswiththePC,thirdpartysoundexpansionboardswerebuiltfortheMacintoshAppleIImodels,themostpopular
ofwhichusedGeneralInstrumentsAY38192PSGchip,whichprovidedthreetonechannelsandonenoise
generator.SweetMicroSystemsMockingboardwasthebestsellingofthesesoundboardstousetheAY38912,
andwasavailableinfourdifferentpackages,addingspeechsynthesisandupto6channelsofsound.Withoutmany
gamessupportingthemusic,however,mostoftheaddonboardswereusedbyhomemusiciansratherthan
gamers.
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ItwasCommodorewhichfullyrecognizedtheimportanceofgamingtothehomecomputermarket. In1982,after
thesuccessofitsVIC20model,Commodorereleasedits64Kmodel,whichwouldgoontobecomethebestselling
computerofalltime,havingsoldanestimated22millionunits.TheC64wasoriginallyconceivedofasagame
computer,andthegraphicsandsoundremainevidenceofthis.Thesoundchip(calledSID,orSoundInterface
Device)wasathreevoiceplusnoisegeneratorchip,createdbyRobertYannes,whohadhelpedengineertheVIC
20,andwouldlatergoontocreatetheDigitalOscillatorChipfortheAppleIIGS,andthentofoundEnsoniq
keyboards.Unlike
other
PC
chips
at
the
time,
each
tone
on
the
chip
could
be
selected
from
arange
of
waveforms
sawtooth,triangle,pulse,andnoise. Eachtonecouldalsobesubjectedtoavarietyofeffectsandprogrammable
filtersincludingringmodulation.AnindependentADSRamplitudeenvelopemodulatorenabledtheSIDtomore
accuratelyimitateotherinstrumentsthanpreviouschips. Thenoisechannelcouldalsooperateasasimplepulse
wavemodulation4bitsampler.
Frogger,releasedin1981inthearcadesand1983fortheIBMPCandC64,revealsthegreatdifferencesbetween
themachinesofthetimes.ThePC(andtheAtariVCS1982version)couldonlyhandleashorttwochanneltitletune
andlevelintrosong,therestofthegameremaininglimitedtosoundeffects.TheCommodore64ontheother
handcouldadaptthesongfromthearcadeversion,whichhadacontinuousbackgroundmedley,includingYankee
DoodleandCamptownRaces. Infact,CommodoresadvancedSIDchipallowedformuchgreaterreplicationof
recognizablesongs,andtheadaptationofsongsfromthebetterequippedarcadeversionsapracticeknownas
portingwascommon
on
the
C64.
Other
tracks
were
adapted
from
popular
songs:
1986s
International
Karate,forinstance,wasinspiredbyRyuichiSakamotosscoreforthe1983warfilmMerryChristmasMr.Lawrence,and
MontyontheRun,usinganewpitchbendcodeinventedbycomposerRobHubbard,wasinspiredbyTheDevil's
Gallop(CharlesWilliams),thetitlethemeforthe1940sAmericandetectiveradioshow"DickBarton". Aswellas
theseimitationsofknowntunes,andtheuseofthecopyrightfreemedleysseeninFrogger,songswerealsoinrare
caseslicensedspecificallyforgames.Forinstance,GriggandJansencoveredtheKingsmens LouieLouiefor
CaliforniaGames.
Likehomecomputers,theearly8bitconsoleshadsinglePSGs,mostlywiththreeplusonechannelsofaudio,and,
likePCs,theaudiochannelshadtobedownmixedtoonemonooutput.Programmersfor8bitconsolesraninto
manyofthesamedifficultiesasPCgameprogrammers.Therewaslittleroomingamesformusic,soagain,atbest,
atitlesongorshortvictorysongmayhavebeenused.TheIntellivisionforinstancehadacartridgespaceof4K,and
audiowas
given
perhaps
ten
percent
of
this
space.
ix
Atari
VCS
games
were
lucky
to
have
any
music
at
all.
TheAtariVCS(VideoComputerSystem,alsoknownasthe2600)sawlimitedsuccesswhenitwasfirstreleasedin
1976.In1980,however,AtarilicensedthearcadehitSpaceInvaders,whichbecameabestsellerandhelpedto
spuronthesalesoftheVCS. Eventually,over25millionVCSsystemsweresold,andover120millioncartridges.x
ThesoundchipintheVCSwasknownastheTIA(TelevisionInterfaceAdapter),andalsohandledgraphics.The
audioportionhadtwochannels,eachwitha4bitvolumecontrol,a4bitwaveformcontrolselectoranda5bit
frequencydivider(capableofdividingafrequencyof30KHzby32values).This5bitfrequencycontrollerwas
incrediblylimited,andusedapolynomialcounter,atypeofbinarycounterthatusesapseudorandomwayof
counting,ratherthanthenormalbinaryincremental/decremental.Achosenfrequencywasdivideddownfromthe
systemclock,meaningmanypitcheswerenotintunewithothers,makingitdifficulttoprogrammelodies.Even
titlethemeswereuncommon,andifanythingafewnoteswhichsoundedcompletelyrandommightbethrownin
asatitle
song.
ThelackofprogrammabilitymeantthattheAtariVCS,whenitdidhavemusic,hadmoreoriginalsongs,asporting
songsfromwellknownmusicwasdifficult,althoughattemptsweremade.ThegameUpndowninparticular
showsthedistincteffecttheAtaristuningshadonthecompositionofsongs,asitturnsabluesyF#minorgroovein
thearcadeversiontoanalmostdementedsoundingversioninCminor.
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Figure1.UpNDown ArcadeVersion(Sega1983)
Figure2.UpNDownAtariVCSVersion(Sega1983)
MattelsanswertotheAtariVCSwastheIntellivision,moreadvancedinsoundandgraphics. Alsoimportantwas
itsmodulardesign,allowingforextensionssuchastheEntertainmentComputerSystem,amusickeyboardand
secondsoundchip,allowingforsixsimultaneouschannels.TheoriginalIntellivisionusedaGeneralInstruments
PSGsoundchip,theAY38914.PartofaseriesofGIchipspopularwithgamemakers(thechipswereusedinthe
ZXSpectrum,AmstradCPC,BBCMicro,AtariST,SegaMasterSystemandmanyarcademachines),the8914had
threetonegeneratorchannelsandonenoise.Eachchannelallowedforindividualcontroloffrequency,volumeand
envelope.PitchwasstillcontrolledbythefrequencydivisionmethodlikeontheVCS,buttheGIchipusedatwelve
bitregistertosetthedivisor,allowingfor4096possibilitiesinsteadofonly32intheVCS.Thismeantthe
Intellivisioncouldmorecreatemorerecognisablerenditionsofknownsongs,suchasBillGoodrichsuseofFlight
oftheBumblebee(RimskyKorsakov)onthegameBuzzBombers.xi
Undoubtedlythemostpopularofall8bitmachineswastheNintendoEntertainmentSystem,orNES.TheNES,
releasedinNorthAmericain1985,usedabuiltinfivechannelPSGwithonewaveformforeachchanneltwo
pulsewaves,atrianglewave,anoise,andasamplechannel. Thepulseandtrianglechannelshadan11bit
frequencycontrol,capableofabouteightoctaves.Thepulsechannelshadfourdutycycleoptionsanda4bit
amplitudeenvelopefunction,andoneofthechannelshadafrequencysweepfunctionthatcouldcreate
portamentolikeeffects,andwasoftenusedforUFOorlasergunsoundeffects. Thepulsewavescouldalsobe
detuned,andvibratoeffectscouldbesimulated.Thetrianglewavechannelwassetoneoctavelowerthanthatof
thepulsewaves,hadafourbitfrequencycontrol,buthadnovolumeorenvelopecontrol.Thefifthchannelwasa
PCMchannelsampler,alsoknownastheDeltaModulationchannel(DMC).
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TheNESwasshippedwiththegameSuperMarioBrothers,agamewhichwouldspurcomposerKojiKondointothe
spotlightinJapan.AlthoughmanyNorthAmericansprobablycouldntrecognizeKondosname,mostofthem
wouldprobablyrecognizethetune.xii
KondoquicklymasteredthelimitationsoftheNESsoundchip,managingto
filloutitsthreetonechannelswithacleveruseofpercussion,catchymelodies,andsmoothloopingcapabilities
thatusedslightvariationstokeepthesongfromgettingasmonotonousasearliergames. MostNESsongs
consistedofamelody,thickenedoutwithasecondchannel,abassline,andpercussion,andthelimitationsmeant
mostsongsweremelodybased,butsomecomposersexploredotherpossibilities,includingHirokazu"Hip"
Tanakas
now
well
known
score
for
the
Metroid
game,
which
intentionally
avoided
melody
based
songs,
instead
optingforascoreperhapsclosertothatofsciencefictionfilmmusic,wheresoundeffectsandsongblurtogether
tocreateanatmosphere,andthemusicdisappearsintothebackground.
Figure
3
Metroid
title
theme
(Hirokazu
Tanaka)
(Nintendo
1986)
NESsoundandmusicwasgenerallyallottedabouttenpercent(440Kb)ofthetotalgamesize,xiii
althoughsome
gamesusedincartridgesoundchipstoaddextrachannels.Forinstance,theKonamiVRC6andVRC7chip,usedin
CastlevaniaandLagrangePoint,generatedsoundusingFMsynthesis.FrequencyModulation(FM)synthesishad
beendevelopedbyJohnChowningatStanfordUniversityintheearly1970s,andeventuallylicensedandimproved
uponbyYamaha,whowouldusethemethodfortheircomputersoundchips,aswellastheDXseriesofkeyboards.
FMusesamodulatingwavesignaltochangethepitchofanotherwave(knownasthecarrier). EachFMsound
needsatleasttwosignalgenerators(oscillators),oneofwhichisthecarrierwaveandoneofwhichisthe
modulatingwave. FMsoundchipsfoundtheirwayintomanyoftheearlyarcadegamesofthelate1970sandearly
1980s,andintomostmid80ssoundcards.ComparedwiththePSGchips,theywerefarmoreflexible,offeringa
muchwiderrangeoftimbresandsounds,withalimitedamountofmemoryrequired.Theywere,however,too
expensive
for
the
earliest
home
consoles,
although
they
found
their
way
into
many
early
arcade
games.
RecognizingthatgamersandmusicianswanteddecentqualitysoundfromtheirPCswithouthavingtogooutand
buynewcomputers,addonthirdpartyFMsoundcardsbegantodevelopinthemid1980s.Itsworthnotingthat
soundcardsweredesignedwiththegamerinmind:theygenerallyhadajoystickgameportwhichcoulddoubleas
aMIDIportwithanadapter.Aswell,linesin/outforspeakers,headphones,homestereosandmicrophoneswere
oftenincluded.ThefirstpopularPCsoundcardwasproducedbythesmallCanadiancompanyAdLibMultimediain
1986.AdLibbasedtheircardonaYamahaFMchip,YM3812,whichwasalaterversionofthepopularYM3526
usedinmanyarcadegames.IthadnineFMchannels,orsixtonechannelsandfiveforpercussion.TheuseofFM
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synthesistechniquesmeantthatgamedeveloperscouldnowuseawiderrangeofinstrumentsandsounds. To
boostsales,theAdLibcardwaspackagedwithsoftwarecapableofplayingbackMIDIfiles(JukeBox),aMIDI
sequencerprogramequippedwith145presetvoices(VisualComposer),andanFMsynthesisprogramtodesign
soundsorinstruments(InstrumentMaker).xiv
KeyboardmanufacturerRolandhadalsobegunmakingsoundcardsforPCsbythelate1980s.Remarkableforits
time,theMT32had32voices,with256presetyetprogrammableinstrumentsreadyforMIDIuse. Whatreally
madeit
unique,
however,
was
that
it
used
wavetable
synthesis.
Wavetable
synthesis
uses
pre
set
digital
samples
of
instruments,usuallycombinedwithbasicwaveformsofanaloguesynths.Rolandwasgivenaseriousboostwhen
theSierrasoftwarecompanysignedadealwiththecompanyalongwithAdLib.Aswellasbecomingaresellerof
theproducts,SierrawouldadoptbothRolandsMT32soundcardandtheAdLibasstandardsfortheir
compositions,beginningwithKingsQuestIV.xv
Sierrawouldonceagainshowoffthecapabilitiesofthehardware
components,bybringingonboardGrammyandEmmynominatedcomposerWilliamGoldstein,and,laterJan
Hammer,amongothers,tocomposeforthegames.
ItwasaroundthistimethatMIDI,aprotocoldefinedin1982toallowmusicaldevices(synthesizers,keyboards,
sequencers,mixingdesks,computers)tobecompatibleinastandardizedformat,revolutionizedthepossibilitiesfor
gamescomposing.Onlycommands,ratherthanactualsounds,aretransmitted,meaningfilesizewasverysmall
absolutelycrucialforgames.AMIDIcommandmight,forinstance,tellasynthesizerwhentostartandstopplaying
anote,
at
what
volume
and
what
pitch,
and
what
voice,
or
sound,
to
use.
Initially,
some
of
this
information
would
varygreatlydependingonthedevicesused,butin1991aGeneralMIDIstandardwasagreedupon.Thisstandard
laidoutatemplatefor128instrumentsandsoundeffects,sothatthesamenumbersetting wouldbethesameon
anyMIDIdevice:soacommandsayingplaynumber39wouldalwaysplayaslapbass.
Mostimportantlytogamesmusic,MIDIallowedfornewinnovationsininteractivity.Onesuchdevelopmentwas
LucasArtssiMUSE(InteractiveMusicandSoundEffects),in1991.iMUSEwasoriginallydevelopedforLucasArts
StarWarsgameforNintendo,butfounduseinpopularLucasArtsgameslikeMonkeyIsland2,andIndianaJones
andtheFateofAtlantis. TheiMusesystemsequencedMIDIinawaythatallowedcomposerstoorganizemusical
cuesinsuchawaythatitcouldjumpaboutwithinagiventrack,tointeractwithwhatwashappeninginthegame.
Itcould,forinstance,changevolume,tempo,oraddorremoveinstrumentsorsoundeffectsinresponsetoagiven
actioninagameinotherwords,itcouldcreatetrueinteractivegamesmusic.
CompetingwithMIDIintheearlystagewasthetrackerformat,alsoknownasmoduleformat,orMOD.Tracker
programsworkedmuchlikemodernMIDIsequencers.Atrackerprogramwouldstoredataonthenotes,volume
setting,effectsandinstrument(likeMIDI),howevertheywouldalsorecorddigitalsamplesoftheinstrumentsin
theactualfile,limitedonlybythesizeoffile(the880Kbfloppydisk).MODfileshadtheadvantageoverMIDI,then,
inthatmusicorothersoundeventswouldsoundasthecomposerintended,andawealthofpossiblesoundswas
suddenlyopenedupforthecomposertouse. MODfileswerealsoeasiertoprogramfornonmusicianslike many
gamecomposersandmadeiteasytosequencerepetitiveloopsalsoimportantforgamecomposers.xvi
The
MODformatneverreallycaughtonbecauseofitssizerequirementsandthelimitationsofgamescartridges,and
thefactthatthesoundqualityofthehardwarewasgenerallynotasgoodasMIDIcomponents.Althoughthere
wereafewgamecompaniesthatusedtrackerformat(EpicMegagames,forinstance),themajorityusedthe
bettersupportedMIDI.
PartTwo:The16BitEvolution
Thefirst16bitconsolewasreleasedbythemultinationalcommunicationscorporationNECinJapanin1987as
thePCEngine.ThePCEngine,orTurboGrafx16asitbecameknownintheWest,wasnottrue16bit,butratherhad
two8bitprocessors.Nevertheless,itdidhavea16bitgraphicschip,and6channelstereosoundwith5bit
sampling,andwaspopularinJapanwhenitwasreleased.WhenitcametimeforaNorthAmericanrelease,
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however,theTurboGrafx16didnotfaresowell.PartofthereasonforthiswasthefactthatNintendohadmany
gamedevelopingcompaniesunderstrictexclusivecontracts,restrictingthemfromdevelopingforothersystems.
TheTurboGrafxCDmodelprovidedgamersattimeswithoptionsoflisteningtothesystems6channelsound
generatororprerecordedCDaudioatselecttimesinthegames.
Thefirstreal16bitconsolewasthe1989releasebySega,theMegadrive(theNorthAmericannamewasthe
Genesis).TheMegadriveproducedmanygamesportedfromsuccessfulSegaarcadegameslikeSpaceHarrier,After
Burnerand
Ghouls
N
Ghosts.The
system
originally
came
packaged
with
the
arcade
hit
Altered
Beast,but
soon
took
onNintendosMariowiththeirSonictheHedgehogcharacter.TheMegadrivealsohadsuperiorsoundoverthe
NES:ithadonePSG3+1chiptohandleeffectsandtheoccasionalmusicpart(aTexasInstrumentschip,thesame
usedintheColecovision),aswellasaYamahaFMsynthesizerchip,whichhadsixchannelsofdigitisedstereo
sound,andonePCM8bitsamplechannelwhichwascapableofasamplerateof22KHz(thesamechipusedinthe
YamahaDX27andDX100keyboards).Castlevaniashowsofftherapidimprovementinsoundqualityonthe
Megadrive.
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Figure4CastlevaniaBloodines(MichiruYamane),Konami1994.SegaMegadrive
WiththeMegadriveleaguesaheadoftheNESincapabilities,Nintendorealizedthattheywouldhavetobuilda16
bitsystemtocompete.By1991,theyhaddevelopedtheirSuperFamicom,orSuperNintendoEntertainment
System(SNES).TheSNESsoundmoduleconsistedofseveralcomponents,themostimportantofwhichwasthe
SonySPC700,whichactedasacoprocessorwithitsownmemory.TheSPC700wasan8bitCPUrunningat2
MHz,with
an
attached
16
bit
Sony
digital
signal
processor,
essentially
awavetable
synthesizer
which
supported
eightstereochannelsatprogrammablefrequencyandvolume,andeffectssuchasreverb,filters,panning,and
envelopegenerators,andwithapresetstockofMIDIinstruments.Inaddition,therewastypicallyasignificant
amount(24Mbit)cartridgememorythatcouldbeusedforsound. Foreaseofprogramming,softwarewas
developedtoconvertPC/MacMIDIfilesintofilesexecutablebytheSPC700,andthereforemusicianscouldspend
moretimecomposingthesongs.
TheThirdStageandtheStartofCDAudio
Althoughbytheearly1990smostcomputershadFMsoundcardssupportingMIDI,manyofthesesoundcards
werecheap,andtheFMsynthesismadetheMIDImusicsounddisappointing.WhenCDROMScameout,MIDIin
gamingwasprettymuchabandoned,andwithitthenotionofinteractivemusic.PopularearlyCDROMtitleslike
7th
Guest
cameout
with
high
resolution
graphics
and
higher
quality
music.
The
CD
ROM
technology
ensured
that
therewasmoreroomformusicingamespreviouslymostgameshadshippedon3.5floppydisks,and,perhaps
moreimportantlytothegamecomposers,sincetheaudiowasnotreliantonasoundcardssynthesis,composers
couldknowhowthemusicwouldsoundonmostsystems.
SegareleasedtheirCDROMbased32bitSaturnin1994.Theaudioalonehadtwoaudioprocessors,runningon
theMotorola68000thesameprocessorthathadbeenusedastheMegadrivesCPUknownastheSaturnCustom
SoundProcessor(SCSP),manufacturedbyYamaha.TheSCSPconsistedofa32channelPCMsoundgenerator,
capableof44.1KHzsampleratesanda16bitdigitaltoanalogueconverter. Thesoundboardalsohada32voice
MIDIYamahaFMsynthesizer,whoseoutputcouldbemixedinstereousinga16channeldigitalmixerandtimer.
TheonlydrawbacktoSaturnssoundsystemwasthelimitedamountofRAMaccordedtosound.Becauseaudio
sampleshadtobedownloadedraw(decompressed)intotheaudiomemorybufferof512K,thismeanttherewasa
limitedamount
of
space
for
simultaneous
sounds,
and
so
the
sample
rate
was
often
reduced
to
conserve
memory.
TheSaturnsawmostpopularityinJapan,asdidthePanasonicFZ13DOandtheAtariJaguar,bothsystemswhich
havepassedintoobscurity.TheonlyrealrelevancetothispaperistheJaguarsreleaseofTempest2000,oneofthe
firstgamestohaveaseparatesoundtrackforsale,andtheinclusionofknownpopularartistssuchasWhite
ZombiessoundtrackforWayoftheWarrioronthe3DO.OneofthereasonsfortheultimatefailureoftheSaturn
andotherstocatchonwasthecompetitionwiththeSonyPlaystation,asystemwhichwascheaperandeasierto
programfor,andthereforesawthesupportofmoregamesdesigners.
TheSonyPlaystationbeganitslifeasaCDROMaddoncomponentforNintendosSNESsystem.Nintendohad
joinedforceswithSonytobettercompeteinthevideogamesmarket,butthetwocompaniescouldnotagreeon
thesystem.Sonydecidedtopushaheadwithitsown32bitsystem,thePlaystation.ThePlayStationwas
enormouslysuccessful,sellingover85millionunits,mostlikelyduetoitsaffordabilityandmassivelibraryof
availablegames.
The
Playstations
motherboard
featured
several
graphics
chips
to
handle
3D
graphics
and
texture
mapping,anddedicatedaudiomemoryandsoundchip.The2xspeedCDROMdrivecouldalsoplayaudioCDs,in
fact,thereweresomegameswhereitwaspossibletopausethegame,andstickinanychosenaudioCDtolisten
toTwistedMetal4,forinstance,afightingactiongame. Thesoundchipwascapableof24channelsof16bit
digitizedsoundatCDqualitysamplingrate,andallowedforrealtimeeffectslikeADSRchanges,looping,reverb
andpitchmodulation.LiketheSegaSaturn,thePlaystationofferedMIDIsupportforeaseofprogrammingthe
audio,butunliketheSaturn,samplesdidnothavetobecompressed,andthetypical4:1compressionratethatwas
usedmeantthatsoundqualitycouldbegreatlyimprovedontheSaturn.
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AftersplittingofffromSony,Nintendobypassedthe32bitmachinesaltogether,goingstraighttoa64bitreleasein
1996,theNintendo64(N64).TheN64wellsurpassedthePlaystationincapabilities.Themainprocessorcontrolled
theaudio,producing16bitstereosoundataslightlyhighersampleratethanCDquality48MHz.Somegames
supportedsurroundsound,andthiswasenhancedwiththethirdpartyaddonreleaseofRumbleFx3DSound
Amplifier.ItusedADPCMcompression,withthepossibilityofusing13simultaneouswaveformsinrealtimeonthe
hardware,andevenmoreusingthecartridge.Filtersandeffectslikechorus,panningandreverbcouldalsobe
implementedin
the
internal
CPU,
or
in
the
software.
ChangeshavecomerapidlysincetheN64time.TheSegaDreamcastwasthefirst128bitconsole,andusedspecial
GDROMs(GigaByteDiscROMs)capableofholding1.28GB.UnliketheNintendo64,samplesdidnothavetobe
decompressed,improvingaudiocapabilities.Thededicatedaudioprocessorshadtheirownmemory,meaning
soundqualitywasnotcompromisedbyotheraspectsofthegame.True3Daudiowassupported,inCDquality64
channelsound,witheffectssuchasdelay,reverbandsurroundsound. TheDreamcastreportedlysoldoversix
millionunitsuntilitwasdiscontinuedin2002. Similarlyrapidtocomeandgoonthemarket,theNintendoGame
CubeMiniDVDdiscsheldabout1.3Gigabytes,aboutthesameasaDreamcastdisc,andhadanaudiocapability
comparabletothatofthePlaystation2.
ThefollowuptotheimmenselypopularPlaystationensuredthatfansoftheoriginalwouldbesuitablyimpressed
withthe
new
machine.
With
the
ability
to
play
DVD
movies,
and
the
option
of
add
ons
for
modem
and
hard
drive,
thePlaystation2wasleaguesaheadofcompetitionwhenitcameout.ItsgameswerestoredonDVDscapableof
holding5.7Gigabytes,andfullysupportedthemultichannelDVDsoundstandardsAC3,DTSandDolbyDigital,
offeringuptoeightseparatespeakerchannels.ThesoundProcessingUnitiscapableof16bitaudiowitha
maximumsamplerateof48KHzbetterthanCDaudio,andhas48channels.Ofcourse,theothermajorcontender
nowintheconsoleindustryisMicrosoftsXBOX,builtaroundaPentiumIIIprocessorwithan8GBharddrivefor
music,graphics,andsavedgameinformation.TheXBoxfeaturesitsownaudioprocessor,supportingDirectX8.0,
2562Dvoicesand64voicesusing3Dpositionalaudio.
ThedownsideoftheCDROMtechnologyingameshasbeenthatmostCDscouldholdamaximumof72minutesof
music,andwithagameincludedthismeantmuchlessrealtimeformusic.Assuch,variouscompression
technologiesweredeveloped,themostimportantofwhichwasMPEGlevel3,knownmorecommonlyasMP3.
MP3meant
that
much
less
data
would
be
required
to
store
audio,
and
game
companies
quickly
began
incorporatingMPEGcompressionintotheirgamesmusic.WithlargeDVDRomgames,themusiccannowfill
severalaudioCDs,suchasFinalFantasyIX,whichwasreleasedasafourCDset.
RisetoHonor,therecentPlaystation2kungfugamestarringJetLi,offersusagoodexampleofthecurrentstateof
interactiveaudio.Thegameevenoffersusersachoiceofwhetherornottheywanttohearthedialoguein
CantonesewhensituatedinHongKong,thoughothersequencesareinEnglish.SoundismixedinDolbyDigital
Surround,andthegamemakesuseof3Daudiopositioningbestduringfightsequences,wheretheplayercanhear
theopponentsapproach,shout,kick,shoot,andthrowfromalldifferentangles.Themusicinteractswiththegame,
suchaswhentheplayerentersstealthmode,anditbecomesmoreambientandsubdued,allowingtheplayerto
focusonthemoredifficultmovesinthisstage.Percussionistheprimaryfocusinthemusic,speedingupand
slowingdownastheplayerrunsandfightsopponents,andintegratingwiththesoundeffectssopunchesandbeats
synchronizeand
work
with
the
players
movements.
TheCurrentStateofDigitalInteractiveGamesAudio
Asmentionedatthebeginningofthispaper,gamesmusicisfinallygainingrespect.Severalorchestralgames
concertshavebeenperformedrecently,suchastheEuropeanSymphonicGameMusicConcertperformedbythe
CzechNationalOrchestra,andasoldoutperformanceofthemusicfromNobuoUematsusscoretotheFinal
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FantasyseriesbytheLosAngelesPhilharmonic.AlthoughsuchconcertshavebeenpopularinJapanformanyyears,
ithasonlybeeninthelastcoupleofyearsthatsucheventshavetakenplaceintheWest,andithasalsobecome
quitecommonforgamessoundtrackstonowbereleasedascommercialmusicCDs.But,ascomposerswarnus,we
scholarsmustrecognizethedifferencesbetweengamesaudioandfilmorconcertmusic.AndrewBoyd,composer
forTheTwoTowersgame,remindsus:
Inagame,acomposer(ormusiceditor,forthatmatter)usuallyhasnocontroloverhowasceneunfolds;
theplayer
controls
that.
There
is
avery
basic
disconnect
between
music
and
the
game,
each
of
which
happenovertimebutaccordingtoverydifferentinternallogic.Sincethegoalmostofthetimeistogive
theappearancethatnomatterwhattheplayerdoes,themusicisappropriatelysupportingtheactionto
makeitsoundasifthemusicwascomposedexactlyforthesituationathand,nomatterwhatthe
situationisgameshavebegunadopting"adaptive"musicsystems.Thiskindofsystemallowsthegame's
musictobemanipulatedbythegameitselfatruntime,accordingtoasetofrulesestablishedbythe
composer/editor.Thebigissueismanagingthetradeoffbetweenmomenttomomentrelevanceinthe
soundtrackandsomesenseofmusicalintegrity.Itispossibletoconstantlyswitchpiecesofmusicbased
ontheaction,butthenthemusicwillloseanysenseofcoherence,flow,andintegrity.Ontheotherhand,
justlettingapieceofmusicplaywithoutregardtotheactionmightendupwithveryinappropriatemusic
atsomepoints.xvii
Alongwiththeadvancesinhardware,severalPCsoftwaresolutionshavebeenproducedwhichhaveenhanced
gamesound.BeginningwithWindows95,theMicrosoftWindowsplatformcamewithDirectX,aseriesof
multimediaapplicationprogramminginterfaces,thatimprovedthespeedwithwhichsoundandgraphicscards
couldcommunicate. DirectXallowsgameprogrammerstoaccessspecializedhardwarefeatureswithouthavingto
writehardwarespecificcode.xviii
Inotherwords,theDirectXinterfacebridgessoftwareandhardware,allowingfor
higherquality3Dgraphics,andbettercontrolofsoundmixingandoutput. OnepartofDirectX,DirectMusic,wasa
particularadvanceforgamesmusic.DirectMusicoverhaulstheoldMIDIprotocolsbyofferingtheindustryratified
DLS(DownloadableSoundLevels1)specificationssupportforhardwareaccelerationandMIDI:overonethousand
channels,withbettertimingmechanisms,realtimecontrol.xix
Putsimply,DirectMusicoffersanupgradetothe
interactivepossibilities,andopensupMIDItothepossibilityofwavetablelikesynthesisandsampling,while
allowingMIDItobeatriggeringmechanismfortiming.xx
Wavefiles(samples),orsoundfonts,couldbeimported
intoacollectionandmanipulatedinthesamewaythatMIDIcontrollersmanipulatesynthesizedsources,allowing
formuch
improved
interactive
music.xxi
Theinteractivepotentialofgamesmusichasreallyonlyjustbeguntobeexplored.Earliergamessuchasthe
MegaDrivesToejamandEarlwhichbegananexplorationofthepossibilitiesofhavingmusicplayanimportantrole
inthegamehavebeenbuiltuponoverthelastdecade.Inthiscase,atvariousstagesinthegameplayersareasked
tolearnhowtogetfunkybymimickingvariouspercussivegrooves,inaSimonSaysstylechallenge.Itwasnt
longbeforeothergamespoppedupwhichaskeduserstobecomeinvolvedinproducing,mimicking,ordancingto
musicaspartofthegamePlaystationsPaRappatheRapper,Nintendo64sLegendofZelda:OcarinaofTime,
morerecentlytheGamecubesDonkeyKonga,Playstation2sBustaGroove,andofcourse,thewholeDanceDance
Revolutionseriesofdancinggames. AnevenmoreintriguingideawasthebizarregameVibRibbon,releasedin
Japanin2000forthePlaystation,whichallowedtheusertoputinhisorherownmusicCDs,whichwouldthen
influencethegamesgenerationofmapsinvariouslevels.ThegamescanstheusersCDandmakestwoobstacle
coursesfor
each
song
(one
easy
and
one
difficult),
so
the
game
is
as
varied
as
the
music
the
player
chooses.
So
now,evennonmusicalgamesarenowbeginningtoexplorethepotentialsofincludinginteractivemusical
elements.Theimplicationsofthisinteractiveaspectarevastintermsofhowwescholarsmayapproachgames
audiointhefuture,butundoubtedlynewmethodologiesforstudyingtheinteractionbetweenalisteneranda
pieceofmusicwillneedtobeformed.
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Bibliography
Gorbman,Claudia.1987.UnheardMelodies:NarrativeFilmMusic.Indiana:BFIPublishing.
Lissa,Zofia,1965.sthetikderFilmmusik.Berlin:Henschelverlag.
Kent,StevenL.2001. TheUltimateHistoryofVideoGames:Thestorybehindthecrazethattouchedourlivesand
changedtheworld.California:RandomHouse.
Sheff,David.1993.GameOver:HowNintendoZappedanAmericanIndustry,CapturedyourDollars,andEnslaved
your
Children.
New
York:
Random
House
iGame soundtracks may be submitted for best song, best instrumental composition for a motionpicture, television or other media, or best soundtrack album.iiSee for instance, Lissa, 1965: 115-256, or Gorbman, 1987.iiiThe first game to be released under the partnership was Vendetta, which included hip-hop music byDMX, Scarface, Method Man, etc. Sony Musics Epic Records has previously provided back cataloguemusic for Grand Theft Auto, but in this case the music had previously been released, rather than usingthe game as a marketing method.ivVideo Games Sell Music: Electric Artists exposes the power of music in games as a sales channelElectric Artists press release,http://www.digitalgamedeveloper.com/2003/02_feb/news/dleas2403.htm. (Accessed 10/10/2004)
vKids prefer video games over TV, toys
http://www.cnn.com/2004/TECH/fun.games/10/27/media.videogames.reut/index.html. (Accessed28/10/2004).viIn 2000, the band Golden Shower even won Best Electronic Music Video at the MTV Brazil Video MusicAwards, for their video for a song called Video Computer System, written entirely using Atari VCSgame sounds.viiThe wireless keyboard, and expansion capability of various modules were problematic, and thecartridges held less memory than a floppy disk. See History and Memories of the IBM PCjr and Tandy
1000 http://www.oldskool.org/shrines/pcjr_tandy/ (Accessed 10/10/2004).viiiSee also Weske, Jrg, 2002, Digital Sound and Music in Computer Games http://www.tu-chemnitz.de/phil/hypertexte/gamesound/pcsound-main.html (Accessed 10/10/2004).ixIntellivision in HiFi http://www.intellivisionlives.com/retrotopia/hifi.shtml (Accessed 10/10/2004).xSee Hunter, William, 2000. The Dot Eaters Videogame Historyhttp://www.emuunlim.com/doteaters/play3sta1.htm (Accessed 10/10/2004).xiWeske, Jrg, 2002. Digital Sound and Music in Computer Games http://www.tu-chemnitz.de/phil/hypertexte/gamesound/history-main.html (Accessed 10/10/2004).xiiThe jacket cover to Sheffs book indicates that more US American children could, at that time,recognize Mario than could recognize Mickey Mouse.xiiiLeonard, Sean, 2001. Scores of Glory, Fantasy, and Plumbing: The Concise History and Principal
Genres of Video Game Music http://www.seanspace.com/iSphere/scores.htm (Accessed 10/10/2004).xivGamespy Hall of Fame: Adlib Soundcardhttp://www.gamespy.com/legacy/halloffame/adlib_b.shtm (Accessed 10/10/2004).xvMuch of the information in this paragraph comes from Wing, Eric. 1999. The History of PC GameMIDI http://www.queststudios.com/quest/midi.html (Accessed 10/10/2004).xviIbid.xviiLord of the Rings: The Two Towershttp://www.music4games.net/f_twotowers_stormfrontstudios.html
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xviiiFrequently Asked Questions about Direct X 9.0http://www.microsoft.com/windows/directx/productinfo/overview/faq.asp (Accessed 10/10/2004).xixHays, Tom, 1998. DirectMusic for the Masses Game DeveloperMagazine, September 1998.xxIbid.
xxiYackley, David, 1999. Microsoft DirectMusic: Creating New Musical Possibilities
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnmusic/html/dm_nmp.asp(Accessed 10/10/2004).