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I composed this music for the upcoming game Zodiac Legion: https://www.zodiac-legion.com/ The traditional adaptive music used in video games is usually based either on layers cross-fading between them or by triggering a move to another musical cue. I wanted to experiment a more probability-based approach. Some elements are triggered (or not) by probabilities, among a pool of possible elements. These probabilities are modified by a general parameter, modifiable in real time, which allows to shape the density and the dynamic of the piece. Unlike the traditional cross-fading method, this approach makes it possible to involve entire musical elements from start to finish, as if a real player jammed in. In the first part, I modify the parameter myself to change the density of elements. In the second part 4:09, in top of the main event I use a "player" event, which drives the parameter without human intervention, giving a predetermined dynamic shape to the performance (despite its randomized internal elements). More original game music here: / alcibiade-minel