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This project demonstrates the use of a branching score in FMOD. One of the main goals in this projects was to learn how to effectively get a lot of mileage out of relatively short musical phrases. Another goal was to write in a way that allows the music to loop endlessly without becoming annoying—a tough task to say the least. My approach was to write sets of melodies for a few lead instruments that play at random and overlap. Occasionally, an instrument will drop out for a couple measures. This creates many possible combinations for interesting counterpoint. Below is the video game prompt I imagined before writing the music: The player (tavern owner) must improve their tavern through superior customer service, quality products, and exciting entertainment. Constant development to these three aspects will increase customer traffic and loyalty to the business, thus increasing revenue. With more income, there will be more of a budget to put towards these three main upgradeable aspects of the game. This game will test short- and long-term financial planning skills, split-second decision making skills, and other managerial/business skills. In this demo, the focus is how the music evolves as the budget increases to be able to afford a greater quantity of and more talented musicians.