Earworm
An innovative Game for Windows.
You make the soundtrack: All music is arranged in realtime based on your game-actions.
Can you find the supersecret Keycombo for starting the game in the supersecret HappyHardcore-Mode?

To run the game in fullscreen-mode, set "fullscreen = 1" in earworm ini.
Resolution and quality settings are there too.
THE GAME IS OPTIMIZED FOR 16:9 ASPECT RATIOS AND HD RESOLUTIONS!
But 16:10 will most likely also work.


Credits:
Code, music, everything: Jan C. Obergfell (jco) / 2011
www.jco.de | www.aurevis.com
contact: jco@jco.de

Uses Bass and Irrlicht Libraries

Written in C++ - with love.


System requirements:
- Tested on a fast PC running Windows XP
- Tested on an even faster PC running Windows 7
- GFX Card supporting Direct3D 9, Pixelshader 2.0b if you want bloom.
- A computer keyboard with cursor keys or a joystick

Troubleshooting / ini settings

"Sound stuttering/broken"
-> try increasing "buffer multiplier" in earworm.ini. causes nasty audio latency though.

"Sound still stuttering/broken"
-> buy a faster PC

"Low FPS"
-> deactivate bloom and/or antialiasing and/or vsync

"The stencilshadows look broken when activated and make everything run slow"
-> Leave it off

"WTF stencilshadows!"
-> Leave it off


Greetings fly out to:
- demoscene <3
- cool people
- people who are not so cool but might become cool in the future
- the future


THIS SOFTWARE COMES WITH ABSOLUTELY NO WARRANTY WHATSOEVER.
USE AT YOUR OWN RISK.


Some personal techy sidenote:

The game features a realtime sample-playing and sequencer-engine which recombinates
samples and loops based on musical criteria, completely controlled by the game.
It even features dynamic processing and turntable-like control of playback speed.
The idea was to write a game music synthesizer with a simple API like
- play a song
- change to another part of that song at the earliest possible opportunity
- react appropriately to fuzzy dramaturgic measurements like "amount of danger"
- smoothly change tempo
- play stuff in parallel
Of course, the result has to
- always sound good, "musical" and "fitting"
- stay always in sync with the game
- never stop

So I hacked a lot of assumptions about the structure of music into the controller
engine, and came up with a manageable system of describing "songs".
The possibilities and permutations are without limit, I will most likely further explore
the area of realtime interactive music and visualisation systems.
Follow me at twitter: twitter.com/jcomusic

(Sorry for the aliasing during pitch-changes ;) No time left before Evoke to implement 
some sort of oversampling.)
-jco / 11/08/12