Finishing the Maze – Adding Background Music

To round off the tidying up of the maze game, it’s probably worth revisiting the aural dimension. Sound design is a major factor in the early success or otherwise of many computer games (none more so than audiosurf – fancy riding Song 2? Woo hoo…;-) and one that we have only paid passing reference to in the design of the maze game so far.

There are three main components to the sound design of a game.

Firstly, there is the background musical soundtrack. In many driving games, this may be contextualised by an in-car radio player (the Grand Theft Auto series has a prime example of this), but often the soundtrack has more in common with the background music of a film. The way that the background music can be used to set the emotional tone of a scene and its potential effect on setting the mood of the player should not be underestimated.

The second component relates to sound corresponding to foreground events. The player character saying “ouch” if attacked by a monster, or an audible reward to complement the collection of a treasure item.

These sounds are typically triggered by actions performed in response to a particular event being raised by object interactions within the game, in contrast to the background music which plays ‘just anyway’.

The third component is incidental background noise. This corresponds to the everyday background noise that ‘thickens’ a scene and adds depth and character to it.

Hopefully, you have already added some sounds to your game, for example to reinforce the collection of a diamond, the capture of the player character by a monster, the unlocking of a door, or the completion of a room by reaching the door.

(As well as the sound files in the game Maker maze tutorial folder, you can find additional sounds on the Game Maker site: Game Maker resources: sounds.)

Adding background music

To complete the game, we are going to add some background music.

There are two ways of doing this: use a MIDI file, or use an audio file.

  • MIDI background track: MIDI (“Musical Instrument Digital Interface”) is a protocol (that is, a conventional language) that was originally used to connect physical music synthesizers (that is, digital music keyboards!) together. MIDI is increasingly used to ‘program’ music that is played by an audio synthesiser to create a musical background track. A MIDI file essentially instructs a synthesizer (sound generator) what sound to play, when, and for how long. Most computers today have a sound card that is capable of generating sounds from a MIDI file.
  • audio background track: an audio file is just a recording of a sound. Game maker can play two different sorts of audio file: WAV files (simple digital recordings of of sound); and MP3 files (compressed audio files; that is, audio files that have been digitally manipulated so as to take up less memory space in a computer.)

Audio files are best used for foreground sounds – sounds used to denote a collision event within the game for example. WAV files, whilst being larger than MP3 files, can be played directly. In comparison, MP3 files must be uncompressed before they are played, which takes up computer processor time (time which may be better spent actually managing the computer game, looking for collision events and keyboard button presses, for example).

The smaller MIDI files are better suited to ongoing background music. Often, a computer’s audio card will manage the playback of the sound from the MIDI file.

To load music in to the game, select Create Sound from the Resources menu.

To use a MIDI file for the background music, select ‘Background music’; to play an MP3 or WAV music file, select the ‘Use multimedia player’ option.

The background music should be started from the Create event of a spriteless controller object added to the room, and set to loop.

If you do use a music file that his played via a multimedia player, you should preload it so that loading it does not slow the game down as once it is being played. However, for large audio files, the memory requirements of preloading the audio file may affect the performance of the game.

When using audio files you should take care that copyright licenses are not being infringed, particularly if you intend to distribute the game or even share it with other people.

5 Responses to “Finishing the Maze – Adding Background Music”


  1. 1 Tony Hirst March 25, 2008 at 1:39 pm

    If you are interested how ‘real world’ sounds can be recorded digitally using a WAV file, this excerpt from the OpenLearn unit “Crossing the boundary – analogue universe, digital worlds” describes what’s involved: Crossing the boundary – Sound and music ( http://openlearn.open.ac.uk/mod/resource/view.php?id=187478 )

  2. 2 Tony Hirst April 13, 2008 at 5:20 pm

    The Gamasutra article “IEZA: A Framework For Game Audio” [ http://www.gamasutra.com/view/feature/3509/ieza_a_framework_for_game_audio.php ] offers a more rigorous classification of the use of audio in computer games and interactive media.

    The article “focus[ses] on a useful categorization of game audio within the context of interactive computer game play only” whilst noting that “[t]he term ‘game audio’ also applies to sound during certain non-interactive parts of the game — for instance the introduction movie and cutscenes [and even] the main menu.”

    In part, the article reviews several different ways of classifying game audio:

    “The most common classification is based on the three types of sound: speech, sound and music which seems derived from the workflow of game audio production, each of these three types having its own specific production process.”

    “A commonly known film sound categorization comes from Walter Murch in Weis and Belton, (1985: 357). Sound is divided into foreground, mid-ground and background, each describing a different level of attention intended by the designer. Foreground is meant to be listened to, while mid-ground and background are more or less to be simply heard. Mid-ground provides a context to foreground and has a direct bearing on the subject in hand, while background sets the scene of it all.”

    “[In another] approach, audio is divided according to the organization of sound assets within the game code. [The] typology consists of avatar sounds, object sounds, (non-player) character sounds, ornamental sounds and instructions.”

    The article then goes on to describe the IEZA framework (for Interface, Effect, Zone and Affect). To learn more, read the article itself… ;-)

  3. 3 mark June 4, 2011 at 8:37 pm

    the link for sounds is brocken


  1. 1 Representing Analogue Sound Files in a Digital Way « Digital Worlds - Interactive Media and Game Design Trackback on April 16, 2008 at 4:39 pm

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