Music, used for narrative purposes in multimodal settings such as film, television and computer games is becoming one of the largest sources of musical experience in contemporary society. Although typically experienced on an unconscious and unreflected level, this kind of music actively contributes narrative meaning in multimodal interplay with other representational modes such as moving image, speech and sound effects. It seems that by engaging in social activities such as watching movies and playing computer games, we learn how to make sense of such musical functions, gaining knowledge necessary for interpreting stories multimodally told (Wingstedt, Brändström & Berg, 2010). A study was performed to make available for observation representations of knowledge, what could be described as ‘evidence of learning‘ of musical narrative functions (Wingstedt, 2008; Wingstedt, Brändström & Berg, 2008). A software tool (REMUPP) was designed, where seven musical parameters (semiotic resources of music) could modify musical expression in real time. Twenty-three participants, 12-13 years old, were given the task of designing music to fit different 3D-animated visual settings. They also answered a questionnaire giving information about their musical training and media habits. After each session they were interviewed in a stimulated recall situation, where they commented on their achieved musical expressions. Numerical data from the software was used to analyse textual aspects of the musical expressions, actualising ideational and interpersonal meanings. This was combined with analyses of the interviews and results of the questionnaires. The results indicated clearly expressed knowledge of culturally available musical narrative conventions. Combining analyses of the verbal expressions with the musical expressions contributed to a fuller and more nuanced account of the participants’ expressed musical knowledge. The results showed strong correlations to factors such as the participants’ musical backgrounds and habits of playing computer games and watching movies – highlighting the impact of the increasing availability of narrative media on our attitudes and knowledge.