Working on Myth
by Marty O'Donnell, Total Audio (http://www.TotalAudio.com)
The interactive audio engine used in both Myth games was an extremely powerful and probably under utilized engine. Because the developers didn't want game runtime "music" we only used it for sound design. However, it had some incredible features that could have just as easily been applied to interactive playback of music. As a matter of fact the "loss" screen in one place where I experimented with it's use. I'd love to expand on it's features because I think it could be applied to every audio engine out there. It has to do with concepts rather than technology and deals with recordings rather than MIDI. The future of robust interactive audio has to include this kind of solution as well as MIDI solutions. By the way, we still had 53 minutes of recorded music in Myth II Soulblighter.