Since last year's Games Convention in Leipzig (Germany) we are in contact with the Canadian company Audiokinetic. These guys are the first to have built a truely musical sound engine, which allows us as composers to really take game soundtracks to a whole new level. Furthermore, Audiokinetic's Wwise engine actively supports a division of roles between the audio programmers at your game studio and the composition and recording guys on our side. If you didn't consider using Wwise for your game yet, you should certainly check it out. Wwise is free for non commercial use. Of course we at Hans HiScore will gladly support you in using Wwise and exploiting its new possibilities.
For smaller games a full blown audio engine like Wwise might seem too much. Well, there is a nice and tiny solution by RaiseAudio called Conductor Music Engine. The API of this engine consist of not more than 10-15 methods and is very easy to integrate into your games. Though it is small, it already allows us to modify music in realtime reacting to in-game events. If you're interested in how it works, we will gladly demonstrate it to you and help you with implementing the Conductor Music Engine.
Wwise and Conductor are two music engines of the 21st century. Currently there not many other companies thinking "next-gen" when it comes to audio engines, but we hope this will gradually change in the future. We at Hans HiScore are glad to have these tools at our disposal today and to be able to create interactive soundtracks for the games of tomorrow.
If you'd like to get more information on interactive audio, dynamic music and the forementioned engines, don't hesitate to contact us.