Games with dynamic soundtracks

One of my favorite strengths of the medium is that games are often designed so that the world around you shifts to reflect your in-game actions. This list attempts to document some of the most notable examples of what is referred to as "adaptive/dynamic music," where the soundtrack often shifts volume, rhythm, or tone depending on what's happening at that very moment. Noodle discusses the different techniques in further detail here if you want to learn more, with some additional examples here. Suggestions welcome, I'm always looking for more great examples of this design philosophy in action!

Chibi-Robo!
Chibi-Robo!
According to DizzySkullKid19: "the speed at which you walk in Chibi Robo changes the tempo of the music, and your walking sounds themselves are little staccato arpeggiated notes. There's also the different tools like the toothbrush, and when you use it to scrub the speed the music slows down, starts or stops depending on how fast you scrub and when you start and stop." See here for more detail.
Furi
Furi
Shifts to another segment of the song as the player progresses through boss phases, noticeably slowing down in tempo during close quarters combat. Example with The Line
Journey
Journey
Adds a slight muffling filter when ascending the tower of light to simulate being underwater. Also, players shouts are always within the scale of the backing track (adding your own notes to the music), and the final sequence times specific moments in the song with sections of the stage, withholding the track's progression until you hit the checkpoint.
Rez
Rez
Rez's lock-on system produces a sound effect that is automatically delayed to stay in sync with the background track at all times.
Shadow of the Colossus
Shadow of the Colossus
Shifts between different phases depending on player progress; anticipation, first phase/noticed by the colossi, and second phase/denouement once onto the colossi. The track can shift back into previous phases if the player ends up falling off the colossi or has to otherwise reset the situation.
Outer Wilds
Outer Wilds
Adds more instrumental layers to the ending area song for each character that you've interacted with during your journey. That's just the tip of the iceberg regarding Outer Wilds' adaptive sound design and soundtrack
Portal 2
Portal 2
Distorts/adds to the music depending on player's speed/momentum, and the player's progress within each puzzle. Similarly, adds extra musical effects while the player interacts with gel.
Super Mario 64
Super Mario 64
Adds additional layers to the "Dire Dire Docks" theme depending on how deeply underwater Mario is within Jolly Roger Bay.
Crypt of the NecroDancer
Crypt of the NecroDancer
The levels in the third world shift their backing track depending on which section you're in, fire or ice with completely different instrumentation.
FTL: Faster Than Light
FTL: Faster Than Light
Seamlessly switches between an explore theme and a battle theme upon entering and exiting combat
Halo: Combat Evolved
Halo: Combat Evolved
Popularized many of the techniques described across this list for "cinematic adaptive music".
Mirror's Edge
Mirror's Edge
Operates somewhat similarly to Dying Light 2 in how the soundtrack is affected by your actions during parkour. See this video for more details
Pokémon Black Version
Pokémon Black Version
The famous "low HP beep" has now been implemented as a central element into its own critical health track. Also, the Village Bridge theme adds more instruments as you talk to the various band members around the area.
Super Mario World
Super Mario World
Adds another percussion layer to the backing track if you jump on/ride Yoshi.

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Banjo-Kazooie
Banjo-Kazooie
Slightly muffles the background track and substitutes the instrumentation when underwater. Similarly, the game's soundtrack consists of separate layers/instruments that fade in and out as the player moves between different segments of any given level. This entry also serves as a stand-in for Rare games on the N64, such as Banjo Tooie, Conker's Bad Fur Day, and Donkey Kong 64

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Cocoon
Cocoon
The music dynamically changes the closer the player approaches a puzzle's solution. Listen to the interview here for a more detailed description of how it works.

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Doom
Doom
Escalates and deescalates backing tracks depending on the intensity of combat. Also, see the Doom Eternal description in this list for another similar example.

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Gitaroo Man
Gitaroo Man
The game's difficulty adapts to how well you play in that every song has many possible alternate music bars/phrases that can show up over the course of different playthroughs. Rarely do you ever hear the same song played exactly the same.

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Hollow Knight
Hollow Knight
"City of Tears" removes its lead instruments whenever going inside. Compare the "outside" version to the "inside" version

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Jak II
Jak II
The "Guard Trouble" theme has a second version that starts playing once you begin to fight more than 8 enemies at a time

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Marvel's Spider-Man
Marvel's Spider-Man
The game's soundtrack "uses parallel forms with three layers which are activated by various parameters and then uses a transitional technique to crossfade into the end stinger or a different piece entirely," and also swells and crescendos as you swing around the city. Also applies to Miles Morales

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NEO: The World Ends with You
NEO: The World Ends with You
Adds an additional track to the current BGM whenever dashing

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NieR: Automata
NieR: Automata
Changes to an 8-bit version of the track when playing the hacking minigame. Also, the overworld music transitions based off of a variety of factors such as story progress and location.

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Risk of Rain 2
Risk of Rain 2
Adds more instruments to the mix the longer the player stays in a single stage, mirroring enemy intensification.

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Shin Megami Tensei: Nocturne
Shin Megami Tensei: Nocturne
Similar to Phantasy Star III, shifts the tone of the encounter theme depending on which side has the advantage.

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Spore
Spore
Uses a software tool called "Pure Data" which adds instruments and shifts tone depending on the body part features you've added.

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Spyro Reignited Trilogy
Spyro Reignited Trilogy
Transitions to ambient versions of each backing track if you stand still long enough, and increases the tempo of the backing track while charging.

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System Shock
System Shock
Utilizes an procedural music system that functions off of "different musical building blocks, controlled by parameters inside the game."

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The Secret of Monkey Island
The Secret of Monkey Island
Known for the iMuse system to continually synchronize backing tracks with the on-screen actions seamlessly. Also a stand-in for all LucasArts games with iMuse

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Untitled Goose Game
Untitled Goose Game
Utilizes several versions of Debussy's Preludes to reflect whether the player is "plotting" or in "full chaos mode"

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Age of Empires IV
Age of Empires IV
Uses four vertical layers (exploration, tension, combat, and "variety") for various game states and special musical transition segments when the player moves from one age to the next. See this blog post by the Music Lead of AoE IV for more information.

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Assassin's Creed
Assassin's Creed
The backing track differs during chase sequences depending on whether or not the player is in high/low profile

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Ballblazer
Ballblazer
Another example of early generative video game music, uses a technique dubbed "Riffology" that arranges a library of musical fragments depending on what environment the player is in, with the specific arrangement differing depending on what is happening at that particular time from the player's actions

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Bit.Trip Runner
Bit.Trip Runner
Collect "plus" symbol power-ups to add more layers to the level's theme as you run along. Applies to most games in the series

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Dead Space 2
Dead Space 2
There are four different layers to each track, adding a new layer to symbolize a new layer of fear. These tracks are then mixed differently depending on a variety of variables (e.g. player's distance from Necromorphs).

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Dragon's Dogma
Dragon's Dogma
Intensifies the music as the number of enemies fought at once increases. Also applies to Dragon's Dogma II

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Ecstatica
Ecstatica
Adds musical flairs to the backing track upon in-game actions such as glissandos when getting ambushed by the werewolf

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Kenshi
Kenshi
Completely generative from the game's engine, but opposing many of this list's examples, generally indifferent to the player's actions. However, variety is added with instrumental and musical changes as the player visits new biomes. Full explanation from the game's composer here

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Killer Instinct
Killer Instinct
Music changes depending on what is going in the fight; for example, blocking kicks muffles the background track with a lowpass filter, combo breakers and combos activate different tracks, and the music as a whole directly syncs with combos. A short breakdown can be found here

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LittleBigPlanet 3
LittleBigPlanet 3
Stand-in for the main series. All interactive tracks are arranged in a vertical layering system. See this blog post for a description of how specific menus in the Pod menu system are attributed to a specific layer to mix and match layers of the soundtrack.

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Moondust
Moondust
Considered to be the "first" generative music game, the background music is modified according to an algorithm as you spread and smear "moonjuice." See it in action

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Need for Speed III: Hot Pursuit
Need for Speed III: Hot Pursuit
The music changes depending on a variety of factors, such as speed, position, lap of race, section of the track, etc.

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No Man's Sky
No Man's Sky
Uses a dynamic sound generation tool named "pulse" to create "Soundscapes," referred to as "different reflections" and "different interpretations" of the original OST.

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No Straight Roads
No Straight Roads
Adds guitar/drum solos to the backing track as part of your attack and indicates which side is winning depending on the genre playing the tune (rock vs EDM)

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Otocky
Otocky
One of the first generative music games; music notes play whenever you fire, and collected letters can change the musical instrument played.

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Paper Mario: The Origami King
Paper Mario: The Origami King
Removes the lead instruments whenever moving the board around in battle. Example

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Proteus
Proteus
Uses a generative music system; various player actions as well as the environment result in "every object making music"

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Super Mario RPG
Super Mario RPG
Adds another layer of percussion whenever the player gets a chain of 5 or more successful actions. Compare the original track to its 5 chain track

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Tetris Effect
Tetris Effect
The player essentially creates their own version of the song within the level's parameters, with the player's action adding notes. Explained in more detail here

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Ultrakill
Ultrakill
Somewhat similar to the DOOM entries in that enemy encounters switch the melodic background track to a more intense and higher tempo track, using a slomo effect to signify when encounters end before switching back.

31 Comments


2 months ago

@gruel
@Drax
The fact that NightDive didn't attempt to include a dynamic soundtrack in their remake because "No one noticed it", which is their actual words from some QA, really pisses me off. Because I IMMEDIATELY noticed the audio was doing kooky shit in the first two levels.


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