Or that same damn dog that barks every three seconds. That just breaks suspension of disbelief. I can have these variable soundscapes with Direct Music, and therefore I get a much more realistic experience. The other thing is that you can have interactive audio. That means that the music can actually adapt to whatever's happening on the screen.
Music can actually control the whole landscape.
There's a little bit of a paradigm shift because now you're working in non-linear forms. We've been taking all their familiar knowledge, and helping them bridge all that familiar knowledge over into this other area. A lot of the game we've seen so far are just scratching the surface of Direct Music. They're using things like 'transitions,' which allow you to transition smoothly from one piece to another without any pops or glitches. They use things called 'groove levels' or 'intensity levels' of music.