FIELD

The present specification is related generally to the field of video games. More specifically, the present specification is related to systems and methods that dynamically generate and modulate music based on a player profile, a gaming event and/or a player reaction during the gaming events.

BACKGROUND

Multiplayer online gaming has seen explosive proliferation across the globe with access to a wide range of age groups. A key element of gameplay is the music played at different moments in the game to punctuate an event. For example, upon passing the finish line of a racing game, a celebratory song may be played. Upon finding treasure or passing a game level, the game may play an uplifting melody.

While many features of video games have become highly customizable, musical elements tend to be standardized across all players. For example, a player can customize the aesthetic look of his or her avatar or customize team members in a multiplayer game but, conventionally, is not able to customize musical elements for different gaming events. Some video games allow for the replacement of a soundtrack of a game with a player's own music, but such soundtrack replacement features do not provide for the dynamic change or modification of musical elements specific to a player and based on the actual gameplay.

Music and audio are areas of potential player customization that may be automated and personalized so that each individual player has a unique experience. Accordingly, there is need for systems and methods that generate and modulate music unique to individual players, e.g. specific to a level of the player's skill and/or experience, and based on one or more of gaming event(s) that a player encounters, the player's reaction(s), the player's response(s), the player's input(s) and/or the player's movement(s) during the gaming events. There is also a need for systems and methods that correlate generated and modulated music to the player's success or failure during gameplay and that use the correlation to improve the player's performance in future gameplay. By automating the process of what kind of music is being played and how the music is modulated, the video game may become more immersive, become more enjoyable and provide players with a wide variety of customizable features in order to enhance the overall user experience.

SUMMARY

The following embodiments and aspects thereof are described and illustrated in conjunction with systems, tools and methods, which are meant to be exemplary and illustrative, and not limiting in scope. The present application discloses numerous embodiments.

In some embodiments, the present specification discloses a computer-implemented method of dynamically generating a music clip for rendering at each of a plurality of client devices corresponding to each of a plurality of players in a multi-player gaming network, wherein the multi-player gaming network comprises at least one game server in data communication with the plurality of client devices located remote from each other, the method comprising: receiving, in the at least one game server, player data corresponding to each of said plurality of players, wherein said player data is received from a plurality of game modules stored locally in each of the plurality of client devices; classifying, in the at least one server and using said player data, each of said plurality of players into one or more player profiles; generating, in the at least one game server, event data based on data indicative of a player's engagement with one or more virtual elements during gameplay and based on data associated with each of said one or more virtual elements; classifying, in the at least one server, the event data into two or more event profiles; generating the music clip based on at least one of the two or more event profiles and at least one of the one or more player profiles; and transmitting the generated music clip to at least one of the plurality of client devices.

Optionally, the music clip is generated by identifying a mood based on the at least one of the two or more event profiles and the at least one of the one or more player profiles.

Optionally, the music clip is generated by modulating one or more elements of a segment of audio data based on the identified mood. Optionally, the one or more elements comprise beat, meter, tempo, syncopation, rhythm, dynamics, melody, intensity, theme, harmony, chord, progression, consonance, dissonance, key, tonality, register, range, instrumentation, tone color, texture, monophonic, homophonic, polyphonic, imitation, form, pitch, duration, loudness, timbre, sonic texture or spatial location.

Optionally, the music clip is generated by selecting a segment of audio data based on the identified mood.

Optionally, the music clip is generated by implementing at least one machine learning model using the at least one of the two or more event profiles and the at least one of the one or more player profiles.

Optionally, additional music clips are generated by implementing at least one machine learning model using at least one of the plurality of players' responses during engagement with said one or more virtual elements.

Optionally, said data indicative of the player's engagement with said one or more virtual elements is received from a game module of the player's client device.

Optionally, said two or more player profiles comprise a beginner level of skill and/or experience, an enthusiast level of skill and/or experience, and an expert level of skill and/or experience.

Optionally, the two or more event profiles comprise a first event profile representative of a low value of the player's engagement, a second event profile representative of a medium value of the player's engagement, and a third event profile representative of a high value of the player's engagement.

In some embodiments, the present specification discloses a system for dynamically generating a music clip for rendering at each of a plurality of client devices corresponding to each of a plurality of players in a multi-player gaming network, wherein the multi-player gaming network comprises at least one game server in data communication with the plurality of client devices located remote from each other, the server comprising a plurality of programmatic instructions that, when executed: receive player data corresponding to each of said plurality of players, wherein said player data is received from a plurality of game modules stored locally in each of the plurality of client devices; classify each of the plurality of players into one or more player profiles; generate event data based on data indicative of a player's engagement with one or more virtual elements during gameplay and based on data associated with each of said one or more virtual elements; classify the event data into two or more event profiles; generate the music clip based on at least one of the two or more event profiles and at least one of the two or more player profiles; and transmit the generated music clip to at least one of the plurality of client devices.

Optionally, the plurality of programmatic instructions, when executed, generate the music clip by identifying a mood based on the at least one of the two or more event profiles and the at least one of the one or more player profiles.

Optionally, the plurality of programmatic instructions, when executed, generate the music clip by modulating one or more elements of a segment of audio data based on the identified mood. Optionally, the one or more elements comprise beat, meter, tempo, syncopation, rhythm, dynamics, melody, intensity, theme, harmony, chord, progression, consonance, dissonance, key, tonality, register, range, instrumentation, tone color, texture, monophonic, homophonic, polyphonic, imitation, form, pitch, duration, loudness, timbre, sonic texture or spatial location.

Optionally, the plurality of programmatic instructions, when executed, generate the music clip by selecting a segment of audio data based on the identified mood.

Optionally, the plurality of programmatic instructions, when executed, generate the music clip by implementing at least one machine learning model using the at least one of the two or more event profiles and the at least one of the one or more player profiles.

Optionally, the plurality of programmatic instructions, when executed, generate additional music clips by implementing at least one machine learning model using at least one of the plurality of players' responses during engagement with said one or more virtual elements.

Optionally, said data indicative of the player's engagement with said one or more virtual elements is received from a game module of the player's client device.

Optionally, the one or more player profiles comprise a beginner level of skill and/or experience, an enthusiast level of skill and/or experience, and an expert level of skill and/or experience.

Optionally, the two or more event profiles comprise a first event profile representative of a low value of the player's engagement, a second event profile representative of a medium value of the player's engagement, and a third event profile representative of a high value of the player's engagement.

The aforementioned and other embodiments of the present shall be described in greater depth in the drawings and detailed description provided below.

