Several interactive music features added to the Unity Demo Project "Angry Bots" using the psai® Demo Soundtrack.
Walk down the hallway, step into the red "danger zone" and let the music get more and more intense while approaching the fawn of death!
Watch the Unity Integration Tutorial Video to see how it was done.
|psai® Editor (Win/Mac)||1.1.1||6,4 MB||Requires psai® Music Engine Pro & Pro User Registration. If you have purchased psai® before Feb. 2015, you will automatically be registered Pro User. Please contact us: firstname.lastname@example.org|
|psai® Demo Soundtrack||zip||176 MB||download|
|psai® 8 Free Music Themes||zip||156 MB||download|
Learn how psai® works, how to build a soundtrack and how to integrate it into your game.
Check it out!
Control interactive music in your browser with our psai® live demos (Unity).
Download the psai® Editor standalone software and some demo tracks to mess around with.
Got stuck, need help?
Take a look into the manual, the API documentation and check out the forum.
END USER LICENSE AGREEMENT
Editor for psai® interactive music engine
© 2014 Periscope Studio UG (haftungsbeschraenkt) & Co. KG
All rights reserved
The editor you are downloading is an additional software product for the software “psai® interactive music engine” and is meant for the use with this software only. The software “psai® interactive music engine” is owned by Periscope Studio UG (haftungsbeschraenkt) & Co. KG and distributed in the unity asset store by Unity Technologies ApS. If you have not purchased the “psai® interactive music engine” in the unity asset store, you are only allowed to use this additional software product for non-commercial use incl. any unlimited testing for a future commercial use. The usage for any kind of commercial product or for the production of any kind of audiomaterial that is used commercially is strictly prohibited.
With the download of this product you agree to a use only in full complicance with the below terms of service and end user license agreement from Unity Technologies ApS which apllies for any software product purchased in the unity asset store and by this agreement shall also apply for any downloaded additonal software product from Periscoep Studio UG (haftungsbeschraenkt) & Co. KG.
Asset Store Terms of Service and EULA Last updated: Sep 4, 2013
The Unity Asset Store (“Unity Asset Store”) is owned and operated by Unity Technologies ApS (company no. 30 71 99 13), Vendersgade 28, DK-1363 Copenhagen, Denmark (“Unity”). Your use of the Unity Asset Store is governed by a legal agreement between you and Unity consisting of these Asset Store Terms of Service (“Terms”) which you must accept by checking the box indicating your acceptance of these Terms when you register as a user of the Unity Asset Store.
In addition any Asset that you acquire from the Unity Asset Store that has been developed by Unity or that has been made available by third-parties (“Providers”) that are not affiliated with Unity, will be subject to Unity’s standard Unity Asset Store End User License Agreement (“Unity-EULA”), which is Appendix 1 to these Terms and which you must accept as an integrated part of these Terms by checking the box indicating your acceptance of these Terms when you are register as a user of the Unity Asset Store. Certain Assets may be governed by a Provider end user license agreement.
1.3 You may use Unity Asset Store to browse, locate, and download Assets (defined as (i) software or software development kits designed in order to facilitate the development of electronic games and interactive media (ii) content (for example – without limitation – computer graphics, including 3D computer graphics, sounds and music), tutorials and other digital materials created in order to become integrated parts of electronic games). Some of these Assets may be offered by Unity while others may be made available by Providers. You agree that Unity is not responsible for any Asset on the Unity Asset Store that originates from a source other than Unity. Additionally, some Assets may be made available to you at no charge while other Assets may be purchased for a fee. You agree that you are solely responsible for all fees associated with purchases you make on the Unity Asset Store.
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7.4 When these Terms come to an end, all of the legal rights, obligations and liabilities that you and Unity have benefited from, been subject to (or which have accrued over time whilst these Terms have been in force) or which are expressed to continue indefinitely, shall be unaffected by this cessation, and the provisions of Section 11.7 shall continue to apply to such rights, obligations and liabilities indefinitely.
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9. Limitation of Liability
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Asset STORE End User License Agreement
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1.1 This Unity Asset Store End User License Agreement (hereinafter referred to as “EULA”) is a non-exclusive, legally binding end user license agreement between any individual or a single entity (“END-USER”) that acquires an Asset from the Unity Asset Store and either (i) Unity Technologies ApS (company no. 30 71 99 13), Vendersgade 28, DK-1363 Copenhagen, Denmark (“Licensor” or “Unity”), or as the case may be (ii) any third party (“Provider”) that distributes its Assets from the Unity Asset Store. Consequently, this EULA shall apply regardless of whether a purchased Asset is produced by Unity or by a Provider (“Licensor”). This EULA is therefore a non-exclusive, legally binding end user license agreement as the case may be between either (i) Unity and END-User (in which case the term “Licensor” shall refer to Unity), or (ii) Provider and End User (in which case the term “Licensor” shall refer to Provider).
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10.4 NONE OF THE ASSETS ARE INTENDED FOR USE IN THE OPERATION OF NUCLEAR FACILITIES, LIFE SUPPORT SYSTEMS, EMERGENCY COMMUNICATIONS, AIRCRAFT NAVIGATION OR COMMUNICATION SYSTEMS, AIR TRAFFIC CONTROL SYSTEMS, OR ANY OTHER SUCH ACTIVITIES IN WHICH CASE THE FAILURE OF THE ASSETS COULD LEAD TO DEATH, PERSONAL INJURY, OR SEVERE PHYSICAL OR ENVIRONMENTAL DAMAGE.
11. Limitation of Liability
11.1 LICENSOR AND ITS SUBSIDIARIES, HOLDING COMPANIES AND OTHER AFFILIATES TOTAL LIABILITY TO END-USER FROM ALL CAUSES OF ACTION AND UNDER ALL THEORIES OF LIABILITY UNDER THESE TERMS WILL BE LIMITED TO THE AMOUNTS PAID TO END-USER BY END-USER IN THE PAST SIX MONTHS FOR THE ASSETS RELATING TO THE DISPUTE. IN NO EVENT WILL LICENSOR OR ITS SUBSIDIARIES, HOLDING COMPANIES AND OTHER AFFILIATES SHALL BE LIABLE TO END-USER FOR ANY SPECIAL, INCIDENTAL, EXEMPLARY, PUNITIVE OR CONSEQUENTIAL DAMAGES (INCLUDING LOSS OF DATA, BUSINESS, PROFITS OR ABILITY TO EXECUTE) OR FOR the cost of procuring substitute products ARISING OUT OF OR IN CONNECTION WITH THESE TERMS OR YOUR USE OF THE ASSET STORE OR ANY ASSETS DOWNLOADED OR OTHERWISE OBTAINED FROM THE UNITY ASSET STORE, WHETHER SUCH LIABILITY ARISES FROM ANY CLAIM BASED UPON CONTRACT, WARRANTY, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, AND WHETHER OR NOT LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH LOSS OR DAMAGE. THE FOREGOING LIMITATIONS WILL SURVIVE AND APPLY EVEN IF ANY LIMITED REMEDY SPECIFIED IN THIS AGREEMENT IS FOUND TO HAVE FAILED OF ITS ESSENTIAL PURPOSE.
11.2 END-USER EXPRESSLY UNDERSTAND AND AGREE THAT LICENSOR, ITS SUBSIDIARIES, HOLDING COMPANIES AND AFFILIATES, AND ITS LICENSORS SHALL NOT BE LIABLE TO END-USER FOR ANY LOSS OR DAMAGE WHICH MAY BE INCURRED BY END-USER, INCLUDING BUT NOT LIMITED TO LOSS OR DAMAGE AS A RESULT OF: (I) ANY RELIANCE PLACED BY END-USER ON THE COMPLETENESS, ACCURACY OR EXISTENCE OF ANY ADVERTISING, OR AS A RESULT OF ANY RELATIONSHIP OR TRANSACTION BETWEEN END-USER AND LICENSOR OR ANY, DEVELOPER, ADVERTISER OR SPONSOR WHOSE ADVERTISING APPEARS IN THE ASSETS OR ON THE UNITY ASSET STORE; (II) ANY CHANGES WHICH LICENSOR MAY MAKE TO THE ASSETS OR ON THE UNITY ASSET STORE, OR FOR ANY PERMANENT OR TEMPORARY CESSATION IN THE PROVISION OF THE UNITY ASSET STORE OR THE ASSETS (OR ANY FEATURES WITHIN THE ASSETS); (III) THE DELETION OF, CORRUPTION OF, OR FAILURE TO STORE, ANY CONTENT AND OTHER COMMUNICATIONS DATA MAINTAINED OR TRANSMITTED BY OR THROUGH END-USER’S USE OF THE ASSETS; (IV) END-USER’S FAILURE TO PROVIDE UNITY WITH ACCURATE ACCOUNT INFORMATION;
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psai® is the first dedicated Interactive Music Engine on Unity. It enables developers to achieve highly interactive videogame music which adapts automatically to the gameplay, whilst making the process of creating and controlling the music as easy and convenient as possible.
Check out ouror for a hands-on experience!
In 2007, at the time we started working as audio service providers for videogames, we have been very much intrigued by the potential of adaptive videogame music. In collaboration with our clients we have strived towards creating interactive soundtracks which emotionally connect players with the gameplay and the story in order for them to have an intense movie-like experience.
Approaching the concepts of interactive music from a technical point of view, we realized pretty quickly that if you want to achieve truly complex adaptivity, the whole process of creating and then controlling the music soon gets enormously cumbersome. Which is why developers and composers often refrain from it - there have been simply no tools available which are powerful and easy to use at the same time.
That is what motivated us in 2008 to start putting our conceptual ideas for interactive videogame music and our experience as composers into the development of psai®. First we started developing a native version for PC which has since been successfully used in a number of commercial projects. In 2014 we finished porting psai® to the Unity game engine in order to make its features available to a larger audience. psai® for Unity is completely written in C# without any native code involved, so it works on all of Unity’s target platforms, both with the free and the professional version of Unity.
In collaboration with Mount & Blade developer Taleworlds Entertainment and game audio specialists Dynamedion we have been creating a very unique psai® soundtrack. Historical medieval live instruments, a "Conan-like" orchestral maintheme and lots of thrilling battle music support the dense atmosphere of this epic game. We are very much looking forward to its release in 2015!
Our latest psai® project: In collaboration with the renowned German developer Daedalic Entertainment we are working on "The Devil's Men" - a storydriven adventure set in a world made of steampunk elements amidst a fictitious Victorian England. Platform: Unity
Our first commercial psai® release. It carries on the fabulous tradition of using adaptive music in point-and-click adventures.
Happy with what they achieved with psai® in their Black Mirror III game, developer Cranberry Production and publisher dtp entertainment decided to go for psai® also with their following release.
After two successful releases for which we contributed psai® music, it was time to let other composers work with psai®. Yes, it worked out well. :-)
psai® is a specialized tool for creating and controlling interactive music, its ease of use is unrivaled. psai® was designed by videogame composers, who found that the approaches of conventional game audio middleware to interactive music were too complicated and not flexible enough, so they could not achieve the desired level of adaptivity and dramaturgy. In most approaches to interactive music you need to manually define paths through your musical timeline, making the authoring process both tedious and error prone. With psai® you can achieve a more adaptive and and more complex interactive soundtrack without going gray. It also has some very unique features such as controlling music's intensity level, automatic recombination of segments and pausing, gameplay driven playback logic etc. which provide great potential for creating impressive interactive soundtracks for your game.
Both versions include the very same engine running in Unity. The Pro version however includes access to the psai® Editor standalone application.
With the psai® Music Engine Pro you get the full package enabling you to create psai® projects from scratch using the psai® Editor. In order to get full advantage of the Pro version you need to register as Pro user by email. Once you are registered Pro user you will receive the psai® Editor standalone software including any future updates.
By introducing the regular psai® Music Engine (engine without the editor) we wanted to make it easier for people to try out psai® within their own projects. You cannot create soundtracks from scratch but if you grab the Demo Soundtrack and the 8 Free Music Themes from the Unity Asset Store, you will will have a pretty comprehensive package to check out psai®. You can also use the regular version to run any purchased psai® music in your project.
If you are a interested in checking out psai® you could
1. Either have a look at the which run directly in your browser (Unity plugin required).
2. Or you go to Unity Asset Store and check out psai® using your own game project or Unity's Angry Bots Demo.
Please have look into the psai® manual or watch our to learn more about psai®'s design concept.
We often get asked where you can get psai music from. Here is a quick overview:
1. UNITY ASSET STORE: You can purchase ready-to-go psai music in Unity Asset Store. (Available very soon! We are working on it.) Using the psai music ingame requires the FREE psai music engine (www.assetstore.unity3d.com/en/#!/content/29347). No extra costs.
2. SONIC LIBERTY: You can go to our partners at www.sonicliberty.com and purchase tracks there. Their catalogue of high quality music is huge, prices are decent, licensing is very simple and transparent. Once you have chosen your tracks, please let them know that you want to receive psai-compatible music themes. The music will be prepared for psai-use WITHOUT any extra charge, you are being charged regular prices. Using the psai music ingame requires the FREE psai music engine (www.assetstore.unity3d.com/en/#!/content/29347). No extra costs.
3. PSAI EDITOR: You can create your own psai music using the psai editor. You need to purchase the psai music engine PRO from the Unity Asset Store to do so, current price is $45, it includes the psai editor standalone-application (www.assetstore.unity3d.com/en/#!/content/24788). You can either use pre-existing tracks (you will need to segment them, we achieved awesome results working with pre-existing tracks) or you can compose custom tracks for psai-use (if you are into music or have a composer at hand).
In case you need any help with preparing tracks, extending or tuning your interactive music, feel free to contact us, we are able to help you at very reasonable rates.
No, that doesn't make much sense. psai® was designed around the complex requirements of interactive music, which is much different from handling SFX. You may use psai® for SFX-like atmospheric background tracks, though.
Yes. You need to import them by using the psai® Editor but once this is done you will be able to use them in the same way you are used to from other tools. However, to benefit from psai's features you need to slice up your audio track in musical segments and classify their intensity, as shown in the tutorial videos.
Yes, psai® is completely written in C# without any native or platform-specific code.
You get the full sourcecode. The only DLL that's internally referenced by psai is the .NET implementation for Google protobuf, written by Marc Gravell. The sourcecode is available here.
No. psai® suits any kind of game. Due to its simplicity, you may have a lot of fun using it for your puzzle game or your platformer as well. Choose a groovy playful track and use psai® to connect its intensity level to the elapsed time or any other element which is critical in your game. The psai® music will support your gameplay nicely. You also will for sure enjoy the increased musical variety due to psai®'s recombination of musical segments. No more boring loops!
From a technical perspective, this approach makes it possible that you never have to worry about switching Themes on or off. Instead, you just place Trigger-Events in your game world, in a fire-and-forget-manner. When there are no Triggers firing, the music will eventually calm down.
From an emotional perspective: As we were discussing the basic design of psai® in an early phase of development we agreed that psai® first of all should be closely connected to principles of human emotions. The decreasing intensity is one of those basic principles. Think of a situation which upsets you: As soon as there are no more "triggers" - because you maybe left the room, ended the call, etc. - your emotion will very likely decrease over time and after a while you have forgotten what upset you in the first place. Same within games: If you are having an big-boss-encounter, it makes sense the music reflects your situation of having to face a dangerous threat (unless you are very well equipped and skilled ;-)). If you then decide to run instead of to fight, it also makes sense the music reflects your decreasing sense of threat until you are way out of reach. Once the whole action scenario is over the music should again go back to accompanying the current game setting by means of an appropriate background mood.
No, you are not restricted by the psai® Theme Types. Here is why we came up with these: While using common tools on some of our first projects we quickly realized if you programm musical behaviour logic manually it is very likely that you go crazy especially if the project grows big: "If playing action_track_013 at intensity 85% and player leaves combat area, return to background theme cave_007, but not if the player has changed location in the meantime and found the magic staff, then play ...". So you see it's a matter of priorities and recurring rules the music has to follow - which are based on the principles of gameplay. The psai® Theme Types reflect these basic rules of musical behaviour and by using them you can free your mind from complicated logic issues but concentrate on making a great game. It's as simple as this: An Action Theme will always immediately interrupt a Basic Mood (background music), but not vice versa.
The name psai® was derived from its creators, Periscope Studio. It's an abbreviation of Periscope Studio Audio Intelligence. P.S. You should not mix it up with Portable Sanitation Association International.
Please make sure that..:
1. Your soundtrack has been built/exported to a location somewhere within the 'Assets/Resources/ ' folder of your Unity Project, like to "Assets/Resources/MySoundtrack". You can export either from the psai® Editor standalone application, or from the psai® Editor (Light Edition) in the 'Windows' menu within Unity.
2. In that directory mentioned above there needs to be a binary soundtrack file that holds all the playback configuration of your soundtrack, the default name is 'soundtrack.bytes'.
3. In your Scene there needs to be an instance of the 'Psai.prefab' that comes with the psai.unitypackage. Click its 'PsaiSoundtrackLoader' component and make sure the 'Path To Soundtrack Within Resources Folder' points to your soundtrack file. E.g. if your Project has been exported to "Assets/Resources/MySoundtrack/soundtrack.bytes", the path should hold "MySoundtrack/soundtrack". Use the slash '/' as the directory seperator on all platforms.
First check if the audio files can be found, which are referred to by the soundtrack.bytes file. To do so, make sure the Unity Editor is not running your Project (press Stop), then select the psai® object in the Hierarchy window and its PsaiCoreManager component. Make sure its LogLevel variable is set to 'errors'. Now run your Scene again and trigger a Theme by pressing its button. Now check the Console window for messages like 'Audio File not found'. If this is the case, most likely your Audio files have been deleted or moved to another directory, either already within your psai Project or later after exporting to Unity. The check that, open the psai® Editor (standalone), load the psai® Project and run the Project Audit command from the Project menu. If you get no errors, export to Unity again by clicking File > Build Soundtrack / Export to Unity.If you get errors "Audio File not found!" in the Project Audit, click the Segments marked red, select the 'Audio File' rider in the Segment Property Panel, and fix the relative path to the Audio File by clicking the "..." button.
Most likely the import settings of your audio files are not set up correctly within Unity. To check that, click one of the Audio Files in the Project window to have it displayed in the Inspector. There, among other settings the "3D" flag is checked by default, but for psai® it needs to be disabled. To do that quickly and easily, the psai.unitypackage comes with the "psai Multi Audio Object Editor" which can be accessed from the Project window by right-clicking on the parent folder that holds your soundtrack files. In the editor window make sure 'use psai settings' is checked and then just click the "Apply" button.
Get psai® from the Unity Asset Store and use it for all of your Unity projects without further costs or royalties. Companies need to purchase a single copy for each seat.
The native version of psai® is currently available for Windows only. Please contact us if you are interested in evaluating or licensing.
For licensing requests and other matters
please send an email to: email@example.com
For technical support: firstname.lastname@example.org
The psai® technology is a product of
Periscope Studio UG (haftungsbeschraenkt) & Co. KG
Adrian Koch, Jan Werkmeister
Company registration number: HRA 110405
Court of record: Amtsgericht Hamburg
Personally liable partner:
Periscope Studio Verwaltung UG (haftungsbeschraenkt)
Company registration number: HRB 110432
Court of record: Amtsgericht Hamburg
Tax number: 41/650/03662
VAT-ID number: DE267838155