My audio middleware already supports interactive music. Why should i use psai?
The concept for psai was designed by film composers, who found that the approaches of conventional game audio middleware to interactive music were either not flexible enough or too complicated, so they could not achieve the desired level of adaptivity and dramaturgy they were used to when composing a film score. This was basically for two reasons:
Problem 1: No intensity
The first problem is that conventional sound middleware solutions do not directly support the concept of musical intensity. Psai uses a segment-based approach to interactive music, where usually the intensity of a segment is the most important criterion upon the evaluation which segment to play next. Basically all the programmer has to do is to keep psai informed about the intensity of the current game situation, simply by periodically passing a single percentage value.
Problem 2: Complexity
The second problem with most conventional audio middleware is that the authoring complexity grows exponentially along with the number of audio clips. In most approaches you need to manually define paths through your musical timeline, making the authoring process both tedious and error prone. In order to keep the soundtrack manageable, one of your options is to make heavy use of looping, what tends to sound boring and repetitive. The other option is to keep the length of your audio clips rather high. This means that your soundtrack doesn't adapt quickly enough to your current game situation.
To tackle these problems, psai uses a different approach to segment-based interactive music, as explained in the next section.