{"id":661,"date":"2009-12-25T18:30:43","date_gmt":"2009-12-25T23:30:43","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/archives\/661"},"modified":"2018-12-12T02:46:21","modified_gmt":"2018-12-12T10:46:21","slug":"audiosurf","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/661","title":{"rendered":"Audiosurf"},"content":{"rendered":"<p>At a casual glance, <em>Audiosurf<\/em> looks a lot like an early Harmonix game, like <em>Frequency<\/em> and <em>Amplitude<\/em>: the player drives a little spaceship down a twisting multi-lane highway in an abstract environment, trying to hit colored spots in time with the music.  But the similarities end there.  Harmonix, even in the days before <em>Guitar Hero<\/em>, has always been about capturing the feeling of performing music.  The player&#8217;s goal in their games is to add something to the soundtrack, to build up a piece of music note by note, by hitting the right buttons at the right moments.  In <em>Audiosurf<\/em>, the music is there regardless of what you do, and buttons are strictly for voluntary use of special powers not directly related to the music.  You don&#8217;t even necessarily want to activate all of the colored spots, like you would for a perfect performance.  That&#8217;s because you&#8217;re not in any sense performing the music.  You&#8217;re reacting to it.<\/p>\n<p>Or, to be precise, you&#8217;re reacting to the level design, which is generated automatically from the music.  Procedural generation of game content from music has been done before &#8212; <em>Vib Ribbon<\/em>, released in 1999, may be the earliest released example, but it came too soon to take advantage of ubiquitous networked digital distribution of music the way that <em>Audiosurf<\/em> does, providing built-in iTunes and Last.fm integration, as well as a small weekly roster of songs to download from the <em>Audiosurf<\/em> servers.  (As I write this, it&#8217;s Jonathan Coulton week.)  Not that you&#8217;re limited to this content; any song you have in a DRM-free format is useable, provided it meets certain requirements such as a minimum length.<\/p>\n<p>And that&#8217;s a snag for such as me.  This game is really meant for playing with your own music collection, and I don&#8217;t own a lot of music.  I never went through a music-collector phase like most people; my collector instincts attached themselves to games instead.  I have a handful of CDs left over from my college days, back when people still bought CDs: several <em>They Might Be Giants<\/em> albums, some Satie and Prokofiev and Philip Glass.  I have a few recordings of bands that friends of mine were in.  And I have the <em>DROD<\/em> soundtrack CD.  This is little enough that I don&#8217;t even really consider it representative of my own musical tastes.  Still, there are a bunch of songs there that I haven&#8217;t listened to in a long time, and this is as good an excuse as any to drag them out.<\/p>\n<p>So, how well did it handle the music I had available?  It varies.  It&#8217;s probably at its best with dance music, or things resembling dance music.  Playing Satie&#8217;s piano works, mainly quiet and slow things, the burbling electronic sound effects of the game itself felt very weird; I suppose I could turn them off, but then I&#8217;d lose a valuable channel of feedback.  Moreover, the whole way it detects the tempo and intensity of the piece seems tuned more for the way pop music works than for classical-ish stuff.  For example, in one of the Glass pieces, a very steadily-paced work throughout, the path tilted straight downward simply because a bassoon joined in.  This is supposed to be what happens in more intense sections; sedate stuff has the path tilting upward.  (Why not upward for rising tension?  Because the slope determines how well you can see what&#8217;s ahead of you.  Downward slope means limited visibility.)<\/p>\n<p>Still, some of the less modern stuff works well. The &#8220;Montagues and Capulets&#8221; theme from Prokofiev&#8217;s <em>Romeo and Juliet<\/em> &#8212; you&#8217;d probably recognize it if you heard it &#8212; made the road satisfyingly bumpty in just the right places.  And sometimes even TMBG was awkward, as in the opening of <em>Ana Ng<\/em>: the speed at which you go down the road varies with the music volume, and the unnaturally sharp and echoless cut-offs here made the vehicle jerk and judder like it was having engine trouble.<\/p>\n<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2009\/12\/audiosurf-floe-1.png\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2009\/12\/audiosurf-floe-1-300x225.png\" alt=\"audiosurf-floe\" width=\"300\" height=\"225\" class=\"alignright size-medium wp-image-4300\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2009\/12\/audiosurf-floe-1-300x225.png 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2009\/12\/audiosurf-floe-1-768x576.png 768w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2009\/12\/audiosurf-floe-1.png 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>I think the most satisfying ride I&#8217;ve had yet was in <em>Floe<\/em>, by Philip Glass.  It&#8217;s almost like he wrote it with <em>Audiosurf<\/em> in mind.  I mean, just look at that intensity graph in the upper left of the screenshot.  (You&#8217;ll have to click on it to see it; it&#8217;s invisible in the thumbnail.)  Most songs have spiky and irregular graphs, but here, it looks like it&#8217;s made of circular arcs.  The effect on gameplay is a smooth progression from easy to difficult.<\/p>\n<p>According to the leaderboards, only four other people have tried that song.  Most of my songs, no one else has ever tried.  But that might be misleading: there may be other people playing Prokofiev, but they wouldn&#8217;t show up as competing with me if they&#8217;re playing a different recording.  (And quite right, too: different performances could vary the level design in nontrivial ways.)  This is another way in which my music collection isn&#8217;t ideal for the game.  But I suppose it could be worse.  With the company I kept in college, I could have easily wound up a fan of <a href=\"https:\/\/www.youtube.com\/watch?v=Y1Psx24n3rM\">Karlheinz Stockhausen<\/a>.  In fact, I&#8217;m kind of tempted to download some of his stuff to see how well the game copes with it.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>At a casual glance, Audiosurf looks a lot like an early Harmonix game, like Frequency and Amplitude: the player drives a little spaceship down a twisting multi-lane highway in an abstract environment, trying to hit colored spots in time with the music. But the similarities end there. Harmonix, even in the days before Guitar Hero, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13],"tags":[334,235],"class_list":["post-661","post","type-post","status-publish","format-standard","hentry","category-music","tag-audiosurf","tag-music"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/661","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=661"}],"version-history":[{"count":2,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/661\/revisions"}],"predecessor-version":[{"id":5623,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/661\/revisions\/5623"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=661"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=661"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=661"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}