Originally written: 2023.01.26
Last updated: 2026.09.06
The aim of this guide is to give an overview of how dynamic audio can be used in visual novels. It was originally written as part of a presentation at VN;Conf 2023. VN;Conf is a conference for and by people in the visual novel industry. As such, this is a practically oriented guide to dynamic audio aimed at visual novel developers and audio producers working on visual novels. Most of the information found herein is sourced from my work in the video game industry, guides to audio middleware, observations taken from different games, and a couple of video game music books (see “Recommended Reading”). Note that the aim of this guide is not to be an exhaustive overview of every dynamic audio technique that has been used in video games or visual novels. But it should provide a helpful overview on the topic.
As I have shown in an article on the terminology surrounding dynamic audio, its definition and the definition of the adjacent terms adaptive audio and interactive audio are convoluted and contradictory.1 Reichert, Tim, “Terminologie veränderbarer (adaptiver, dynamischer, interaktiver) Musik in Videospielen,” Ver. 1.0, in: videospielmusikwissenschaft.de, ed. by Forschungsgemeinschaft VideospielMusikWissenschaft, https:
My main motivation for writing this article was the release of my horror manga inspired visual novel called Mycorrhiza (2022). One of my main directing goals was making the audio dynamic. When looking for reference visual novels and other people’s attempts at implementing more complicated dynamic audio systems into their visual novel, I found barely any examples. Ignoring the simplest type of dynamic audio, audio replacement, there were at most discussions about the use of audio layers. There can be several reasons for this:
The exact rationale can vary from developer to developer. The combination of reasons 1–3 might result in the notion that trying to use dynamic audio in visual novels is more trouble than it’s worth. Whether this is true, is something that every game director must decide for themselves on a game-by-game basis. I am certain there are cases where implementing dynamic audio into a visual novel might not make a huge difference, or where searching for the right staff to make implementing dynamic audio possible is not feasible. I had the advantage of being an audio producer who has experience with dynamic audio and having an awesome and very competent programmer, Alfred, by my side when developing Mycorrhiza. But I would highly recommend at the very least considering whether dynamic audio is something that you might want to use in your visual novel. It is my belief that visual novels, despite their oftentimes limited interactivity, can highly profit from the use of dynamic audio. But before explaining the advantages of dynamic audio, I would like to exemplify the different ways dynamic audio can be used in visual novels.
Audio replacement is the simplest type of dynamic audio and one that is used in pretty much all video game productions, including visual novels. Audio replacement means that the game audio changes completely from one distinct audio event to another (for example different musical compositions). Examples would be:
There are several ways to implement this type of audio, as there are many ways in which you can transition from one audio track to another, from an audio track to complete silence or from complete silence to an audio track. Visual representations of the different techniques are added under each section. Marked in red are the trigger points, meaning the moments the game has received the command to change the audio.
You can also combine these techniques. The prior track can suddenly stop and the following track can fade in, for example. The stop and start of a piece can also be delayed. After a specific action has triggered the audio replacement, the game could wait for a certain amount of time before triggering the audio change. In practice this is oftentimes utilized by waiting until the music has reached the end of a measure before transitioning. There can also be a pause of variable length between the prior audio track stopping and the next audio track starting.
Instead of transitioning from one distinct audio track to another, it’s also possible to manipulate a singular audio track. One semantic problem is determining when an audio track has been manipulated and not replaced. How different can a piece be before it should be classified as audio replacement? What if it’s distorted beyond recognition? What if most of the instrument layers are replaced? This question is difficult to answer and the exact semantics shall not be the topic of this guide. Music, ambiance, and sound effects can be adjusted in a multitude of forms. I will summarize some of the most common ones below and provide examples.
Similarly to audio replacement, the audio manipulation can be delayed and there can be a pause before the change. Note that you can also combine several of these and, for example, trigger an echo together with vertical change or manipulate notes while changing the volume. Additionally, you don’t have to apply these different techniques to the whole audio track. You can manipulate the pitch, speed, panning etc. of a single layer while leaving the rest of the instrument layers the same.
What sets this type of audio apart from other types of audio is that a game developer has implemented the audio in a way that motivates a player to trigger or change the audio. Triggering audio events leads to some sort of reward, lets the player progress through the game, or is the purpose of an area or a specific object. An example for the latter would be a piano standing in the corner of a room that, when interacted with, lets the player play notes by pressing the piano’s keys. While this might not let the player progress through the game or reward them, it is still the purpose of this object to let the player consciously trigger audio. This type of audio can employ the same audio manipulation techniques that you have seen above. A player might have to use a slider to manipulate the pitch or the speed of a music track to match it to the pitch or speed of a reference track to progress. Or they might be able to interact with instruments or instrumentalists, which triggers a new instrument layer to appear or disappear. Another technique is giving the player the ability to trigger individual musical notes to solve a note sequence puzzle. Another example: The main character is an up-and-coming violinist studying at a music school who is supposed to rehearse increasingly difficult pieces for concerts. The player can be integrated into this process by making them learn the first few notes of each piece by heart. At each concert, they then must recall the correct order of notes to progress or to be rewarded. Played in succession, those notes form a melody that is either correct or incorrect. Yet another example: The player is a conductor who is at that moment conducting a small ensemble. At specific points they are presented with the choice which instrument is going to join in next, meaning which instrument layer will start playing next.
Audio can not only change following the input of a player or changes in the environment, but also by chance. One element of chance-based audio are random containers. A metaphorical container could contain multiple variations of an audio event, for example five different footstep sounds. Each time a player takes a step, a footstep sound effect would play. Reusing the same footsteps sound effect over and over would get repetitive quickly. In real life, footsteps don’t sound exactly the same. Instead of using only one sound effect, it makes more sense to randomly choose from a selection of slightly different sounds. Another example would be using multiple random containers over the course of an ambient track. Instead of reusing the same bird chirping sounds at the same timestamps, they could be randomized to add more variety. Similarly, a music track could also contain a random container. Each time the track loops back to the beginning, the instrument that plays the melody could be selected at random. You can apply different rules to control how the random audio tracks are triggered:
Additionally, all audio changes presented under “Replacing Audio” or “Manipulating Audio” can be a result of random chance. A piece of music could be horizontally rearranged at random instead of being based on the player’s behavior. Or the pitch of a sound effect could be randomized to add variety etc.
The following arguments will also apply to video games in general. What I want to argue is that even less interactive game types like visual novels can highly profit from making use of more complicated dynamic audio systems outside of simple audio replacement.
Throughout this document, I have given you theoretical examples, using made-up scenarios. In this section, I would like to provide you with a practical example: Mycorrhiza. Mycorrhiza is a game where we have made extensive use of audio manipulation and chance-based audio. Let me again thank our programmer Alfred for his work, as the implementation of these techniques would not have been possible without him. The game consists of three different stories, each being behind one of the three doors that are visible on the title screen. Whenever I reference a specific story throughout this section, I will refer to the story’s door, meaning the first story is called door one, the second story door two, and the third story door three. If you want to hear a specific audio technique in action, you can do so by playing through the story behind that respective door. You can experience many of the techniques described here in the free demo: https:/
There are several points within the game where volume and panning are manipulated to create a sense of space. At the beginning of the second door, Scott, the game’s main character, starts picking up laughter from a distance. Scott is still far away from the sound source, as such it is quieter at first and panned to the left. The purpose of the panning is to make it clear that Scott wasn’t directly walking toward the laughter. Instead, he incidentally walked close to the source while wandering around town. The closer Scott gets to it, the louder the laughter becomes. Once he is standing right behind the crowd, the panning of the laughter is centered fully, and its volume is maximized. A similar example can be found further within the second door inside an apartment complex. He hears someone downstairs and walks toward the sound source. As he is descending the stairs, he hears a relatively quiet stabbing sound to his right. It’s coming from an apartment that’s a bit further down the hallway. Once he steps closer, the sound becomes louder and is panned further to the right as his right ear gets closer to the sound source relative to his left. Once he turns to the right and looks into the apartment, the volume is maximized and the sound is panned to the middle, as the sound source is now directly in front of him. Both examples serve the function of immersing the player into the game’s space and making it easier for them to feel like they are experiencing everything from the point of view of Scott. Another use of panning can be found within the third door if the first room is visited for the third time. You can hear a scratching sound but are unsure of its source. There is, however, a definite point on the game screen’s x-axis where the sound is coming from. If your mouse is to the right of the sound source, the sound is panned to the left and vice versa. You can thus deduce that the sound source is the left wall. Visiting the room for the fourth time will reveal monsters coming out of said wall. The function of this use of panning was thus to foreshadow where the threat is coming from. It provides information. This can be classified as providing the player with a means to interact with the audio, as the player is encouraged to consciously affect how the sound is panned.
Vertical change is frequently used within the first door. The scary buildup music consists of six different ambient layers and two drum layers that are mixed and matched to the situation. Throughout the first door, there are several scenes where Scott finds himself in a creepy situation with the intensity of said situation increasing the further the scene goes on. When he looks into a dark alleyway, for example, creepy ambiance starts playing. Once his eyes fall on the plants that cause animals and humans to transform, another creepy layer is added. Another example can be heard when Scott creeps down the stairs toward the basement inside someone’s house. One creepy layer starts up at around that moment. Once a character with a crazed smile on his face fades into view, another creepy layer is added. The most obvious use of this technique is towards the end of the first door when Scott runs away and finds himself on a grassy field. If he stole a journal, then he now has the chance to read it. After each section Scott reads, he stops because he feels like he heard a sound. The player can then choose to continue reading or to stop reading and continue walking. Each time the player decides to continue reading, another creepy music layer is added until, after the third time, the monster that had been chasing him finds and attacks him. The purpose of this technique was on one hand to intensify the scary mood with each added layer. On the other hand, it provides information by implying to the player that the plant from the first example is highly dangerous or that continuing to read the journal in the third example will have dire consequences. Another use of vertical change can be observed at the beginning of the first door when Scott is walking around town. The town track consists of three piano patterns, three drum patterns, and five melodic patterns, one of which is completely silent. All of them have the same length and which one of the piano layers, which one of the drum layers, and which one of the melodic patterns are played is decided at random. This serves the purpose of adding more variety to the track. This track will reappear in the ’horizontal change’ and ’chance-based audio’ sections, as it is a combination of all three techniques.
The above-mentioned town theme at the beginning of door one is an example of horizontal change when the layers are observed individually. Instead of them appearing in order (1-2-3-1-2-3 etc.), their order is random. All in all, this serves the purpose of adding more variety to the track. An ambiance-based example similar to the above is the wall-crumble sound used in the building in the second door. It consists of five separate audio files, four of which are different wall-crumble sounds while the fifth one is a silent audio file. The sequence of the wall-crumble sounds is continuously randomized, which adds to the variety of the ambiance. Another example of horizontal change can be found within door three. In it, Scott can freely choose to explore and revisit four different rooms. Throughout Scott’s exploration, he will encounter scary events which will increase a variable called ‘insanity.’ Each time the variable increases, the piano chords layer is replaced with an increasingly scary version. At first, the notes played become more dissonant, and later different effects that distort the piano sound are applied. Scott’s increasingly deteriorating mental state is expressed through the increasingly dissonant and horrifying music. It also mirrors the player’s increasingly affected emotions, intensifying them the further they progress through this story. All in all, there are eight different variations of the piano chords. Whenever the variable increases, the game waits until the end of a certain bar is reached to then seamlessly jump to the next variation. A more seamless version of this could be achieved by using the “Manipulation of Notes” or “Effects” techniques to gradually manipulate the piece. But this was unfortunately not easily possible in the engine we used.
The town theme within door one has already been explained in the above sections. As such this section will be reserved to explaining what the rules of said track are:
The mentioned wall-crumble sound within the building in door 2, which is randomly horizontally changed, also follows specific rules:
Another example that wasn’t yet mentioned, is the random SFX containers used in the demo. Within the demo, you can only play through doors one and two while door three is locked. If the player tries to open door three, they will hear a doorknob turning and a thumping sound, signaling that the door is locked. There are three different door-opening-attempt sounds. Each time the door is clicked on, another sound is randomly picked, with the rule being that no sound can be played twice in succession. The same applies to the mouse-clicking sound when Scott is using the computer on the extra screen after having finished the game (not available in the demo). One of three random mouse click sounds is used without the same sound being able to play in succession. This, again, adds variety and realism.
Other visual novels have also used dynamic audio techniques outside of audio replacement, though I wasn’t able to find many examples and those that I did find mainly made use of vertical rearrangement. Doki Doki Literature Club changes the instrumentation of the piece “Okay Everyone!” depending on whose poem you’re currently reading. I’m Just Here to Change the Lights changes the instrumentation depending on which characters are present in the respective scene. Neither technically do so by fading in or out audio layers but instead by switching between different versions of a track. One notable example that lets the player interact with the audio is Alfred’s game Usagi Syndrome, which has a piano puzzle. Not having been able to find more examples doesn’t mean that they don’t exist. But it does imply that more complicated types of dynamic audio in visual novels aren’t widely discussed and therefore not easy to find through internet searches or by asking people in the visual novel community. If you know of any more examples of more complicated dynamic audio techniques used in visual novels, then feel free to let me know! I’d love to add a section to this document gathering these examples. All in all, I wrote this guide to familiarize visual novel developers with the concept of dynamic audio and give them examples of how dynamic audio can be used. Hopefully, it can inspire you to make use of more complicated dynamic audio systems in your games to enhance your games’ effect. Feel free to let me know if you have any questions!
Collins, Karen, Game Sound. An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design, Cambridge 2008.
Elferen, Isabella van, “Analysing Game Musical Immersion. The ALI Model,” in: Ludomusicology. Approaches to Video Game Music, ed. by Michiel Kamp, Tim Summers, and Mark Sweeney, Sheffield 2016, pp. 32–52.
Kaae, Jesper, “Theoretical approaches to composing dynamic music for video games,” in: From Pac-Man to Pop Music. Interactive Audio in Games and New Media, ed. by Karen Collins, Aldershot 2008, pp. 75–91.
Medina-Gray, Elizabeth, “Modularity in Video Game Music,” in: Ludomusicology. Approaches to Video Game Music, ed. by Michiel Kamp, Tim Summers and Mark Sweeney, Sheffield 2016, pp. 53–72.
Mycorrhiza, Version 1.0 (12.08.2022), Tim Reichert (Director) et. al., WW, PC, 2022, https:/
Phillips, Winifred, A Composer’s Guide to Game Music, Cambridge 2014.
Reichert, Tim, “Terminologie veränderbarer (adaptiver, dynamischer, interaktiver) Musik in Videospielen,” Ver. 1.0, in: videospielmusikwissenschaft.de, ed. by Forschungsgemeinschaft VideospielMusikWissenschaft, https:/
Sweet, Michael, Writing Interactive Music for Video Games, Upper Saddle River 2015.
Reichert, Tim, “Terminologie veränderbarer (adaptiver, dynamischer, interaktiver) Musik in Videospielen,” Ver. 1.0, in: videospielmusikwissenschaft.de, ed. by Forschungsgemeinschaft VideospielMusikWissenschaft, https:/
Collins, Karen, Game Sound. An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design, Cambridge 2008., p. 184. ↑
You can find also find this addition in: Kaae, Jesper, “Theoretical approaches to composing dynamic music for video games,” in: From Pac-Man to Pop Music. Interactive Audio in Games and New Media, ed. by Karen Collins, Aldershot 2008, pp. 83–84. ↑