A small game score that reacts to gameplay. Four layers, a pad, a bass, a plucked melody and bells, play a slow generated piece, and game values such as Health, Proximity and Threat reshape how it sounds while it plays. It is meant as a starting point you can copy and adapt for your own game.
The idea
Game music often needs to follow what is happening on screen without restarting. Here the notes are written ahead of time and the game values only change the sound: losing health darkens the bass, a larger Proximity distance damps the melody and thickens the pad's chorus, and rising threat sweeps the pad through its wavetable and adds pick noise to the melody. Switching Game phase from Exploration to Threat opens up the pad and brightens the melody.
Controls
- Health, Proximity, Threat and Game phase change the sound immediately.
- Seed and Density choose a different take of the piece and how many melody notes it plays. They, together with Threat, apply when you press Regenerate, which writes a new score.
- Pad, Bass, Melody and Bells switch each layer on or off.
- Level sets the output volume.
Animate inputs pretends to be a game: it slowly moves Health, Proximity and Threat and alternates the game phase, so you can hear the score respond without wiring anything up. Touch any control to stop it.
Getting started
Adaptive Score makes its own sound; it needs no input. Press play, compare the Exploration and Threat phases, then move Threat and Density and press Regenerate. For now it runs in the browser.


