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	<title>Music and Sound - Articles</title>
	<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/</link>
	<pubDate>Sat, 25 Feb 2012 22:21:24 +0000</pubDate>
	<ttl>43200</ttl>
	<description>Resources on the creation and use of music and sound effects for games</description>
	<item>
		<title>Getting Started with Audacity</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/getting-started-with-audacity-r2882</link>
		<description><![CDATA[Audacity is an open source audio editing software. This means that the software is free to download, and you can use it to create items that are freely distributable. You'll learn all of the basics about creating audiocasts—or podcasts—that can be uploaded to the Web and shared with the world.<br />
<br />
This article by <strong class='bbc'>Bethany Hiitola</strong>, author of the book <a href='https://www.packtpub.com/getting-started-with-audacity-1-3/book/vf/audacity-abr4/0111?utm_source=vf_audacity_abr4_0111&utm_medium=content&utm_campaign=veronica' class='bbc_url' title='External link' rel='nofollow external'>Getting started with Audacity 1.3</a>, will discuss what audio editing software is, who typically uses it, how you can use it, and what computer operating systems it will work on. We'll also talk a bit about how Audacity is an open source project and what that means to you and your projects, as well as the differences between Audacity 1.2 and the latest version, in case there are a few readers who want to work with the upgrade.<br />
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<span style='font-size: 18px;'><strong class='bbc'>What is Audacity?</strong></span><br />
With the evolution of the Internet there has been a huge boom in personal websites, blogs, photo and music sharing sites, and things called podcasts. <strong class='bbc'>Podcasts</strong> are simple recordings of interviews, personal recollections, or entire skits, including entire entertainment "acts" that include background music and sound effects. What this change in the Internet culture has offered to the everyday person is the ability to jump into the world of audio recording. Audacity was created with this very basic need in mind.<br />
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Audacity is a simple audio editor and recorder. It can record live audio, help to convert tapes and records into digital recordings, and edit and mix a number of sound files together. What this means for you, is that you can use it to:<ul class='bbc'><br /><li><strong class='bbc'>Create audiocasts or podcasts</strong> that can be uploaded to the Web and shared with others. Podcasts can be interviews with interesting people, simple narrations, or cute snippets of your children talking.<br /></li><li><strong class='bbc'>Record live events</strong> such as lectures and presentations. Of course, you need to have a laptop to bring along with you.<br /></li><li><strong class='bbc'>Move your old records and cassettes into the digital age</strong> and convert them to an MP3 digital audio file. With additional equipment (a cassette or record player with a line-out plug and cable), you can connect this equipment to your computer and use Audacity to make versions of your music that you can play on a digital music player like an iPod.<br /></li><li><strong class='bbc'>Edit most digital audio files</strong>, such as podcasts, to add in music, delete segments, remove unwanted noise, add in some audio effects. Audacity lets you work with audio files to make them better.<br /></li><li><strong class='bbc'>Record audio from YouTube</strong>. Have you ever wanted only the audio portion of a YouTube video? Well, now you can play the video directly from YouTube, but "strip" only the audio portion out for your own use.<br /></li><li><strong class='bbc'>Create a ringtone for your cell phone</strong>. Audacity lets you convert between audio formats. It supports Ogg Vorbis, MP3, WAV, and AIFF formats, and can convert between them.<br /></li></ul><br />
It's also a great tool if you want to e-mail someone a simple audio message. Just plug in your headset, hit record, and start talking. You can have a personalized voice message that can be sent through e-mail!<br />
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<span style='font-size: 18px;'><strong class='bbc'>Will it work for me?</strong></span><br />
Audacity was developed by a group of volunteers under the <strong class='bbc'>GNU General Public License</strong> (GPL), and is open source, or free software. This not only means that it does not cost anything to download, but also that you can use the program, create items with it, and freely distribute these items, modify the program itself, and share your work with others.<br />
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You can download Audacity for:<br />
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Let's briefly go over how to download and install Audacity.<br />
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<span style='font-size: 14px;'><strong class='bbc'>Windows and Mac OS</strong></span><br />
The installation process for both of these operating systems is similar:<br />
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<span style='font-size: 14px;'><strong class='bbc'>GNU/Linux</strong></span><br />
You can use Audacity with GNU/Linux operating systems (and other similar operating systems), but you should download the correct installation package for it. Currently, there are a number of distributions available for the following types of systems:<br />
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You can download the installation packages for these and others from the Audacity Linux or Unix web page, at <a href='http://audacity.sourceforge.net/download/' class='bbc_url' title='External link' rel='nofollow external'>http://audacity.sour...e.net/download/</a>.<br />
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<p class='bbc_indent' style='margin-left: 40px;'><em class='bbc'>In this article, the screenshots are specific to the Mac OS X software. However, don't be concerned if this is not your computer operating system of choice. The software itself is very similar between operating systems, and any notable differences between the Audacity software screens for different operating systems, are noted, so you know what to look for.</em></p><br />
In the interest of saving you some time, there are some things that Audacity can't do in comparison to more specialized audio editing software. Audacity:<ul class='bbc'><br /><li>Can't play or record files in the MIDI audio file format.<br /></li><li>Doesn't natively play or export audio in propriety or restricted file audio formats, such as WMA or AAC. Additional plug-ins must be installed to do this.<br /></li><li>Has less plug-ins and effects than a specialized <strong class='bbc'>Digital Audio Workstation</strong> (<strong class='bbc'>DAW</strong>).<br /></li><li>Can't apply sound effects in realtime. This means that you have to record the track and then apply sound effects to the track.<br /></li><li>Isn't a specialized audio editing software package, so there are some limitations on multi-track editing and mixing features.<br /></li></ul><br />
<span style='font-size: 18px;'><strong class='bbc'>Moving up to Audacity 1.3</strong></span><br />
Audacity 1.3 offers a lot more than its predecessor, 1.2. It has some new features, which include faster equalization and noise removal tools, a new "mixer board" view with per-track volume meters, and a fullscreen view, and in addition, some basic audio information (mute, solo, gain, and track height) is now saved when you save a project.<br />
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<span style='font-size: 18px;'><strong class='bbc'>Common audio editing terms used in Audacity</strong></span><br />
As with any new tool, there is often some terminology that comes along with understanding how it works. For Audacity, there are audio recording and editing terms that will come in handy when learning how to use the software. Some basic terms are:<ul class='bbc'><br /><li><strong class='bbc'>Project</strong>—when you open Audacity, you will open or create a new project. This includes all of the files, timing, and information on how you combined and edited different pieces of audio into your file or project. This term isn't specific to audio editing, but to software that combines pieces of different files into a single file in order to create a final output.<br /></li><li><strong class='bbc'>Clip</strong>—is a short segment of audio. It can be combined with others to make an audio track.<br /></li><li><strong class='bbc'>Track</strong>—one continuous audio element.<br /></li><li><strong class='bbc'>Library</strong>—a collection of audio files or tracks. These can be grouped according to the content of the audio files (like a music library) or just by the location of where they are stored.<br /></li><li><strong class='bbc'>Effect</strong>—there are two types of effects: generator and processing. Generator effects artificially create sounds using your audio track (or add it in). Processing effects work with the existing audio and edit or change it for a desired result.<br /></li><li><strong class='bbc'>Noise</strong>—is sound of any kind, especially unintelligible or dissonant sound, that interferes with the main audio that you want heard in a track. Or simply put, it is any sound that you don't want in the audio track.<br /></li><li><strong class='bbc'>Bit or Sample Rates</strong>—the number of computer bits that are conveyed or processed per unit of time. This is normally expressed in kilobits per second (kbps). A higher bit or sample rate means that your track was recorded in better quality.<br /></li><li><strong class='bbc'>Export</strong>—the process of saving the audio in another format other than the format of the program that you created it in, usually so that you can play it or use it on another device or computer program. Typically, for audio, you will export files in a WAV or MP3 format.<br /></li><li><strong class='bbc'>WAV, AIFF, MP3</strong>—these are all audio file types. This means that when you export an audio track from Audacity, it can be any of these formats, or you can simply do a Save As, to save it in the Audacity format of AUP. However, then only Audacity will be able to open the AUP file to listen to its contents.<br /></li></ul><br />
As we start using Audacity and create a project, more terms will be added and explained as we move through each step. We'll be sure to call out any new terms so you can add them to your memory banks.<br />
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<span style='font-size: 18px;'><strong class='bbc'>Opening Audacity</strong></span><br />
No matter what operating system you use on your computer, all you need to do is find the Audacity program and open it, just as you would with any other software on your computer. The Audacity main window opens with an empty project wind&#111;w. This will look something like the next screenshot:<br />
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<p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_02.png' alt='Posted Image' class='bbc_img' /></span></p><br />
Don't be overwhelmed by this screen. Sure, there are a lot of icons and terms that might not be familiar, but we're going to review each element and how it is used. And as we begin our own sample recording session, we'll again review the icons and their use.<br />
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There are three main areas on this screen, as discussed in the following sections.<br />
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<strong class='bbc'>	Audio controls and editing toolbars</strong><br />
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The top portion, which includes audio controls and the many editing toolbars. These are the buttons and tools that you will use to edit and manipulate your recorded audio tracks.<br />
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<strong class='bbc'>	Project View</strong><br />
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The middle portion of the screen is the project view. This area will look very different when a project is open, as the timeline won't be empty. In this case it will show a digital representation of the audio that you recorded, along with some more settings that you can adjust.<br />
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<strong class='bbc'>	Selection Toolbar</strong><br />
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Just below the project view is the settings tool bar, which displays the frequency and bit rate information, and more timeline information, which we will cover as we start working on our sample project. But let's first discuss the main menu, and each of the toolbars on the screen.<br />
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<span style='font-size: 14px;'><strong class='bbc'>Using the main menu</strong></span><br />
The <strong class='bbc'>main menu</strong> bar contains basic functionality for Audacity. You can open and save projects, add or hide toolbars in the main window, set preferences, as well as open the program Help file. This menu bar gives access to the entire program, even if you don't have all of the toolbars viewable.<br />
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<p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_03.png' alt='Posted Image' class='bbc_img' /></span></p><br />
<p class='bbc_indent' style='margin-left: 40px;'><em class='bbc'>The main menu appears a bit differently when using different operating systems. When using Audacity on the Windows or Linux operating systems, the main menu is seen on top of the program wind&#111;w. With the Macintosh operating system, it is along the top bar of the computer screen.</em></p><br />
When we begin our sample project, you'll see the most common uses of this main menu—for opening and saving Audacity project files.<br />
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<span style='font-size: 14px;'><strong class='bbc'>Understanding the toolbars</strong></span><br />
You'll notice that on the main screen there are a number of toolbars, each with their unique icons and uses. Each of the described toolbars are displayed automatically when you first open Audacity, but the screen can also be customized for your own use by hiding some of these toolbars from the main screen. But first, let's just review each toolbar and it's constituent items at a high level, so that you can become familiar with Audacity and it's simple interface.<br />
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<strong class='bbc'>	Control Toolbar</strong><br />
<br />
Most prominent on the screen is the <strong class='bbc'>Control Toolbar</strong>. This should look very familiar, in that it contains common icons that are used for any audio device: Play, Pause, Record, Skip to Start, Skip to End, and Stop. These are the basic controls for recording and playing back the sound that you record using Audacity.<br />
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<p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_04.png' alt='Posted Image' class='bbc_img' /></span></p><br />
In fact, if you are anxious to try the software out, let's learn a bit about the <strong class='bbc'>Mixer Toolbar</strong>, in order to perform a simple set up and sample recording.<br />
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<strong class='bbc'>	Mixer Toolbar</strong><br />
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The <strong class='bbc'>Mixer Toolbar</strong> is all about setting the volume and choosing the recording device. On the left-hand side (the speaker icon), you can adjust the input volume levels. In the middle, to the right of the microphone icon, you can adjust the volume of the output that you'd like your audio track to have.<br />
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<p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_05.png' alt='Posted Image' class='bbc_img' /></span></p><br />
On the right-hand side, you can choose the device that you'd like to use to make the recording. As you can see in the previous screenshot, we use an internal microphone (the one that is pre-installed on the computer that we are using), but you could also choose to use an external microphone or other recording device as the input.<br />
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Changing any of these settings is as simple as using your mouse to adjust the volumes, or clicking on the drop-down box to change the recording device. If you want a specific value for your volumes, you can also double-click on the volume scale to open a window where you can enter a specific audio level value.<br />
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<strong class='bbc'>	Give it a try!</strong><br />
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Ready to try out the software? Then go back to the <strong class='bbc'>Control Toolbar</strong> and click on the <strong class='bbc'>Record</strong> button. Start speaking into your computer's internal microphone (that is, if you computer or laptop has one! If not, connect a microphone to the USB or input port). Click on the <strong class='bbc'>Stop</strong> button when you are finished. You've just completed your first test recording session! It's as simple as that to record voice tracks. Click on the <strong class='bbc'>Play</strong> button to review your first composition!<br />
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<strong class='bbc'>	Tools Toolbar</strong><br />
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The <strong class='bbc'>Tools Toolbar</strong> gives you some control options in the recorded audio's timeline. It is not as complicated as it sounds. When you record some audio, the digital translation of that appears in the project view portion of the Audacity screen. Then select one of these tools and you are able to manipulate the recorded audio track. You can select specific sections of the audio track, zoom into the details to delete any unwanted noise, fade in and out at the beginning or end of tracks, shift audio clips on the timeline (which is particularly important if you are adding an introduction or exit), and work to select and replicate certain sounds.<br />
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<p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_06.png' alt='Posted Image' class='bbc_img' /></span></p><br />
Let's give it a try. Use the <strong class='bbc'>Selection Tool</strong> <span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_07.png' alt='Posted Image' class='bbc_img' /></span> to "highlight" a portion of the test track that you sampled when you first opened the program, as seen in the next screenshot:<br />
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<p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_08.png' alt='Posted Image' class='bbc_img' /></span></p><br />
All you need to do is use your mouse to activate the <strong class='bbc'>Selection Tool</strong>, and then click-and-drag the mouse across the timeline, releasing the mouse button when you want to stop selecting. The "selected" portion of the audio track will appear in a darker shade of gray, as seen in the previous screenshot. Try it a few times to get a feel of how you make selections.<br />
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You use selections to make changes to only a specific portion of the audio track. For example, if you wanted what you selected here to be louder than the rest of the track, keep this portion selected, and then go to the main menu and select <strong class='bbc'>Effect</strong> and then <strong class='bbc'>Amplify</strong>. You'll see the audio waves in that area increase, indicating that the volume of this portion is now much higher.<br />
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Let's also give one of the other edit tools a try. Select the <strong class='bbc'>Zoom Tool</strong>, and drag your mouse over the area and click on it. The timeline intervals decrease to show you even more detail of the audio waves that were recorded.<br />
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You can also select any of the other tools and perform the same action (clicking on the audio track).<br />
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<strong class='bbc'>	Meter Toolbar</strong><br />
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Simply put, the <strong class='bbc'>Meter Toolbar</strong> displays the mono or stereo channels of your audio track. As an example, when recording a song, different instruments are placed in different channels. So in this example, there are mono (1) or stereo (2) channels in which we can record audio for our tracks.<br />
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<p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_09.png' alt='Posted Image' class='bbc_img' /></span></p><br />
You can select preferences, and even disable certain inputs, by clicking on the down arrow icons near the microphone or speaker settings. However, the inputs (and outputs) listed in these fields are dependent on what hardware or peripheral items you have connected and installed on your computer. Feel free to take a look at what settings are available here.<br />
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This toolbar also displays input levels. The green bars move during recording or playback, to show the volume levels. So they move higher (to the right) when the recording or playback is louder. Peaks in the volume, or the highest volume reached when recording are also indicated here, by a small line. This can be useful when editing later, if you see a peak point, but if most of the volume levels are below that point throughout the rest of the track, then you might need to normalize the entire audio track.<br />
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<strong class='bbc'>	Edit Toolbar</strong><br />
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Probably the most useful toolbar is the <strong class='bbc'>Edit Toolbar</strong>. This will be one of the most used toolbars when we work through our sample project.<br />
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<p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_10.png' alt='Posted Image' class='bbc_img' /></span></p><br />
Once a track has been recorded and is displayed in the project window, the items on this toolbar become active. You can cut pieces out of the audio tracks, paste new items in, trim, link, and silence any unwanted noise. This toolbar also lets you undo your last editing option, zoom into a certain area of the recorded track, and adjust the viewing window so that it works with your preferences. You can even fit the audio tracks to your window size.<br />
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For example, with your test recording, use the <strong class='bbc'>Selection Tool</strong> from the <strong class='bbc'>Tools Toolbar</strong> to select a small portion of the audio track. Then select <strong class='bbc'>Cut</strong> from the <strong class='bbc'>Edit</strong> menu. Did that portion of the track disappear? If so, select <strong class='bbc'>Undo</strong>, and you should see the selection re-appear in your audio timeline.<br />
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<strong class='bbc'>	Transcription Toolbar</strong><br />
<br />
A toolbar for more advanced editing features is the <strong class='bbc'>Transcription Toolbar</strong>. This toolbar helps you to speed up or slow down playback for the the selected audio in your timeline.<br />
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<p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_11.png' alt='Posted Image' class='bbc_img' /></span></p><br />
Using this toolbar is as easy as using the <strong class='bbc'>Selection Tool</strong> to highlight a portion of an audio track, and then using the scale to slow down (move the marker to the left) or speed up (move the marker to the right) the audio. Conveniently, you can also use the green <strong class='bbc'>Play</strong> button to play back the selected portion, to check if you have the correct playback speed.<br />
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Again, if you'd rather set a specific value for the playback speed, double-click the scale and a window is displayed that lets you you enter a number for the playback speed.<br />
<br />
<strong class='bbc'>	Selection Toolbar</strong><br />
<br />
The <strong class='bbc'>Selection Toolbar</strong> is at the bottom of the Audacity main window—just below the project wind&#111;w. Its most common use is to set the <strong class='bbc'>Project Rate</strong> (commonly measured in Hertz). Technically, it measures the number of computer bits that are conveyed or processed per unit of time. The higher the sample rate, the better the quality of the recording. The sample rate used by audio CDs is 44100 Hz, and this is the default in Audacity and is by far the most common sample rate for most audio recordings.<br />
 <br />
<p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_12.png' alt='Posted Image' class='bbc_img' /></span></p><br />
You can also use the <strong class='bbc'>Snap To</strong> feature, which allows you to have specific settings for when a new clip of audio starts. So, for example, if you wanted this audio track to align with some video content, then you can exactly match the visual frame timing with this audio. This is an advanced feature of the software, and can be adjusted for various time formats and settings.<br />
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When the <strong class='bbc'>Snap To</strong> box is checked, it is considered active, and the remaining fields also become active. You can choose a particular unit of measurement (in the example, the format is in hours : minutes : seconds), and the format is changed for all three display ranges at a time. You can choose between <strong class='bbc'>End</strong> and <strong class='bbc'>Length</strong> for the second field. <strong class='bbc'>Audio Position</strong> is shown in the third field, and shows the current cursor position, and also allows you to manually set it.<br />
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As you work more with Audacity and you need to do more precise audio editing, these <strong class='bbc'>Snap To</strong> fields will be important in creating a clean audio track.<br />
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<span style='font-size: 18px;'><strong class='bbc'>Understanding projects</strong></span><br />
To start working in Audacity, you must open a project. By default, when you open Audacity for the very first time, it is a new project—and the screen looks noticeably blank. But before we start jumping into the details of project creation, it is important to understand what a project is.<br />
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A project is not the end-product or output from Audacity. It is actually a working draft of all of the work that you have done on the collection of files that you imported and used in the creation of a final file.<br />
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Project files, when saved in Audacity, are AUP files. AUP is the default file format when you choose <strong class='bbc'>File</strong> and then <strong class='bbc'>Save Project</strong> from the main menu.<br />
 <br />
<p class='bbc_indent' style='margin-left: 40px;'><em class='bbc'>A project encompasses all of the clips and files that you have already imported into Audacity, the timing, silencing, and other editing that you have spent time to create. All of this, is stored in a way that Audacity recognizes. So the next time you open your AUP project file, it's all there, just the way you saved it.</em></p><br />
If you were now to save the test sample recording that you made at the very beginning of this article, by selecting <strong class='bbc'>File</strong> and then <strong class='bbc'>Save Project</strong> from the main menu, then you would be prompted for a file name, and would notice that the file will be saved as an AUP file. You could then reopen this file, edit it some more, fade in the sound, cut or trim the clip, and then save your changes. The next time you open this file, all of those edits would still be applied.<br />
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<span style='font-size: 18px;'><strong class='bbc'>Pointers for working in Audacity</strong></span><br />
Whenever you work with Audacity, there are some rules that you should remember that will make your projects run a little bit more smoothly. These include:<ul class='bbc'><br /><li><strong class='bbc'>There is one audio clip per track</strong>. Remember that a clip is simply a piece of audio that is imported, recorded, split, or duplicated from another track.<br /></li><li><strong class='bbc'>A track, on the other hand, is one continuous piece of audio (as shown in your timeline)</strong>. This means that it can only carry one piece of audio at a time. You can add to an audio track by pasting audio into it, inserting silence, or cutting a piece away, but it will always be one continuous piece of audio.<br /></li><li><strong class='bbc'>Audacity always records to a new track</strong>. When you click on Record, this will always be a new audio track to work with. The new track will appear at the bottom of the project view. Sometimes you may need to resize the Audacity window, or scroll to the bottom-most audio track in order to see what was, or is being, recorded.<br /></li><li><strong class='bbc'>Audacity references the original audio until you actually perform an edit, cut, silence, or apply some sort of audio effect to it</strong>. But note that if you are ever unhappy with an edit, you can always undo (and then, if necessary, redo) all of the edits that you have made, even after you have saved your project.<br /></li></ul><br />
<span style='font-size: 18px;'><strong class='bbc'>Using the best equipment</strong></span><br />
To get the best sound, you need a good microphone. But let's keep this in perspective. It is your first time using Audacity and creating a podcast, right? So our project doesn't need to be professional in its quality of sound. Any microphone will do the trick, including any internal microphone that your computer may have. However, it is worth recommending some microphone options that will make editing and cleaning up the vocal tracks easier. For any future projects, you may want to upgrade your equipment—because a better microphone, sound card, and audio setup will record your audio with much less degradation up front. When you compress your recording to create an MP3, your recording will sound better, and will also require less of your time for post-production.<br />
<br />
Generally, here's what you'll need:<ul class='bbc'><br /><li>A computer (or laptop) with a sound card<br /></li><li>A microphone<br /></li><li>A microphone stand, or something to secure the microphone while you are recording, may be useful, so that you can avoid any additional interference<br /></li></ul><br />
<span style='font-size: 14px;'><strong class='bbc'>Sound cards</strong></span><br />
The sound card allows your computer to record audio. There are hundreds of sound card varieties, some with many "lines in" for recording multiple items at once (say, if you're part of a band and want each instrument to have an individual microphone) or just one input. Others have microphones bundled with the product, and there are even a few that include additional useful software packages, including Audacity. Again, for our project, any sound card will do, as long as it has a line-in and is functional. For ongoing projects, you should research the best sound cards for the best recording quality, depending on what will best fit your needs.<br />
<br />
<span style='font-size: 14px;'><strong class='bbc'>Microphones</strong></span><br />
For the microphone option, there are several different types to consider in the long run, depending on what you are recording, your other equipment, and the purpose that your audio track will serve. Your range of choices is as follows:<ul class='bbc'><br /><li>The most inexpensive option is to use your computer's internal microphone (if it has one). This is definitely enough to get you started on our sample project.<br /></li><li>The next least-expensive option is a simple headset of the kind that are easily available in most big department stores, and are used commonly by computer gamers. The headphone portion uses your computer's sound card and lets you listen to stereo sound from music, games, movies, and more. The microphone, is usually incorporated into the headset, is often noise-canceling, and generally offers decent quality sound recording. With a headset, no microphone stand or other equipment is required to get started.<br /><br /><br /><p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_13.png' alt='Posted Image' class='bbc_img' /></span></p><br /></li><li>The next best choice is a dynamic microphone. They are durable, with few moving parts, and are ideal for someone who wants that little bit of extra quality when recording vocals. No additional power source is needed, but a microphone stand is recommended.<br /><br /><br /><p class='bbc_center'><span rel='lightbox'><img src='http://uploads.gamedev.net/packtpub/7641_01_14.png' alt='Posted Image' class='bbc_img' /></span></p><br /></li></ul><br />
In addition to these basic options, there are several other varieties of microphones that vary in both price and the quality of sound that they record. However, many of these will require even more equipment to work effectively. Hence, sticking to the basics will get you through your project.<br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Summary</strong></span><br />
In this article you've learned what audio editing software is, and about Audacity in particular, its capabilities, and what it can (and can't) do for your audio projects. We've also covered how to download the Audacity software, what operating systems it works on, and what version is best for you.<br />
<br />
We even covered the basics of the Audacity main screen, the main menu, each toolbar, an overview of each button, field, and setting, and have learnt about Audacity projects. You were even able to test some of the buttons and menus, when recording a very simple test audio track. Also, we covered some basic pointers, or things to remember when working with Audacity (all the little details about how we can or can't manipulate an audio track) and a handful of equipment pointers.]]></description>
		<pubDate>Sat, 25 Feb 2012 04:01:44 +0000</pubDate>
		<guid isPermaLink="false">71964ed9f684f669180eed60be305c42</guid>
	</item>
	<item>
		<title>Once you land the gig… | Madsen Studios LLC</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/once-you-land-the-gig%e2%80%a6-madsen-studios-llc-r2845</link>
		<description></description>
		<pubDate>Wed, 11 Jan 2012 06:17:14 +0000</pubDate>
		<guid isPermaLink="false">2c6013eae59ce171ddbcdb7a0a0becef</guid>
	</item>
	<item>
		<title>Using FMOD designer to create explosion sound e...</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/using-fmod-designer-to-create-explosion-sound-e-r2752</link>
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<h1>Introduction</h1>
Explosions and other chaotic events are commonplace in modern video games. The visual effects used to create these events have improved dramatically over recent years, so how can we make sound
effects to match these visuals? This step-by-step guide will look at how beginner and veteran alike can use a high-end audio engine, in this case FMOD Designer, to do exactly that. By the end you
should be able to generate explosion sounds in real time, changing depending on the materials present in the game world and differing every time they play.
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<embed src="http://www.youtube.com/v/ti4_IEjBEFY&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height=
"385"></object><br>
<small>Figure 1. The explosion effect in this video was created by the <a href="http://www.gamedev.net/reference/art/features/howtoPartFx/">Vicious Engine Particle Effects tutorial</a>. Vicious
Engine does not support FMOD - this video was used for demonstration purposes only</small></div>
<p>If you don't have FMOD Designer it is <a href="http://www.fmod.org/index.php/products/designer">free to download</a>. There is also an <a href=
"http://www.stephanschutze.com/fmod-101.html">in-depth tutorial available</a> that will delve further into using FMOD and explain exactly what is going on and how it all works.</p>
<h1>Understanding explosions</h1>
Essentially an explosion is a release of energy that affects the environment around it. Explosions and the sounds they generate depend on the environment in which they occur and the cause of the
explosive force. The goal when designing the sound is usually to create a sound of suitable magnitude to match the visual representation. Logically, it is best to include the materials present in the
visuals of the explosion, but certain sound elements lend themselves very well to creating explosion sound effects regardless of what materials may be present visually.
<p>The environment is also crucial to how an explosion will sound. A gas ignition explosion in air will generate a sound as the gas ignites and burns the fuel available. The same gas igniting
underwater will create a completely different sound as water transmits sound differently and underwater there is no direct oxygen to burn. Both of these are long sounds as the quantity of gas ignites
and burns. A military grade explosive however is an immediate concussive event that will produce a short bang impulse.</p>
<p>For more detailed information on explosion sounds refer to <a href="http://www.stephanschutze.com/creating-explosions.html">this tutorial</a>.</p>
<h1>Understanding materials</h1>
The strength of this particular approach to sound design is that we are not creating final sounds to add to a game, instead we are utilising many of the smaller sound elements that would be used to
create an explosion sound effect and implementing them directly into FMOD to be generated in real time to create the desired sound effect. I refer to these elements as materials as they are the
individual sounds of wood, metal, glass and the many other material components we use to build the larger sounds. These material sounds can be sourced from anywhere but for this tutorial I am taking
them from my sound library at <a href="http://www.stephanschutze.com/">www.stephanschutze.com</a>. This library has thousands of sounds and is free for all users so feel free to make use of it as a
resource. The specific files for this tutorial can be downloaded here. <small><b>[Ed Note: We just realized the archive of files hadn't been compiled. Will update our <a href=
"http://www.twitter.com/gdevnet">twitter</a> and <a href="http://www.facebook.com/GameDev.net">Facebook</a> with notice when they are available]</b></small>
<h1>Choosing the materials</h1>
The choice of exactly which materials to use is entirely up to the individual and the desired end result. I am going to create a classic house explosion so I will be including the sounds of wood,
metal, glass and brick as well as sounds to represent the energy release of the explosive substance. I will also demonstrate how to create a radically different sound event using sounds recorded
underwater as a contrast. The provided files are grouped into several folders to indicate the material groups.
<p>Metal is always an effective sound to include in explosions as it generates harsh sounds through either impact or scrape movements. Wood provides a good solid basis for many dramatic sounds as
does stone. Glass is excellent for the inclusion of debris movement as it shatters into many smaller fragments. Glass also produces high frequency sounds that are uncomfortable to listen to and so
adds a sense of threat to an explosion sound.</p>
<h1>Creating the effect</h1>
<h2>Step 1</h2>
Create a folder and appropriate sub folders for your material sounds. I always make separate copies of any sounds I want to use from a sound library. This means all the source material for any
project can be submitted to source control and it also means that if I make any changes to the source files I do not destroy my originals.
<div class="c1"><a href="http://www.flickr.com/photos/gamedevnet/4627657028/" title="Figure 2 by GameDev.net, on Flickr"><img src="http://farm4.static.flickr.com/3402/4627657028_18756498a4.jpg"
width="500" height="424" alt="Figure_1"></a><br>
<small>Figure 2. Note the various sound types within the material folder</small></div>
<h2>Step 2</h2>
Choose the sound files you wish to use to create your explosion. These will generally be short samples of a particular material. A metal crash, a wood clank, a stone grind or clunk.
<p>My sound library has nearly 2000 material sounds sorted by material and labelled by the type of action. You need to be pretty thorough and systematic here; you do not want to stare at metal 10 and
not know if it is a crash, clank or scrape. Note the naming convention used in figure 2.</p>
<h2>Step 3</h2>
Open FMOD Designer, create a new project and save it with an appropriate name in your project folder. Next, navigate to the Sound definitions view and in the left-hand column right-click to create a
series of empty Sound definitions that correspond to your materials and sound types, then drag and drop the appropriate sound files from your project folder into the Sound definitions folders.
<p>Initially we are only going to use the material Sound definitions, so create one for each of the glass, metal, stone and wood material types. A Sound definition should only contain one type of
material of one particular sound type. So one Sound definition would contain <i>Metal_light_crash01.wav</i> to <i>Metal_light_crash09.wav</i> the next might contain <i>Wood_metal_fall01.wav</i> to
<i>Wood_metal_fall07.wav</i> and so on. In this way each definition has a selection of similar sound types. This makes tweaking and altering your sound events much easier.</p>
<div class="c1"><a href="http://www.flickr.com/photos/gamedevnet/4627050905/" title="Figure 3 by GameDev.net, on Flickr"><img src="http://farm5.static.flickr.com/4040/4627050905_0e13305ac7.jpg"
width="500" height="394" alt="Figure_3"></a><br>
<small>Figure 3. Creating Sound definitions. Files can be dragged directly from windows into FMOD.</small></div>
<h2>Step 4</h2>
Defining the parameters for the Sound definitions is the key to creating a good explosion event that will alter each time it is triggered. FMOD allows you to select a group of Sound definitions and
alter their common parameters. Being able to work in groups is a big time saver, so select all the Sound definitions we have added and set the parameters to match those in figure 4. I have created
all my Sound definitions to save time.
<p>These values tell FMOD that each time a Sound definition is called we want it to randomly choose from the sound files contained in each definition and then randomise its Volume, Pitch, 3D position
and trigger delay. This randomisation is what will help us create a unique sound every time our explosion event is triggered. This is also why we place the same material and sound type in each
definition. As they are the building blocks to create our sounds we need them to be predictable when we use them. Mixing metal, and glass into one Sound definition would limit our control of the
sound event.</p>
<div class="c1">
<table width="50%" border="1">
<tr>
<td><b>Property</b></td>
<td><b>Value</b></td>
</tr>
<tr>
<td>Spawn time</td>
<td>[0,0]</td>
</tr>
<tr>
<td>Maximum spawned sounds</td>
<td>1</td>
</tr>
<tr>
<td>Play mode</td>
<td>RandomNoRepeat</td>
</tr>
<tr>
<td>Volume</td>
<td>0</td>
</tr>
<tr>
<td>Volume randomization</td>
<td>-3</td>
</tr>
<tr>
<td>Pitch</td>
<td>0</td>
</tr>
<tr>
<td>Pitch randomization</td>
<td>0.33</td>
</tr>
<tr>
<td>Recalculate pitch randomization</td>
<td>Every spawn</td>
</tr>
<tr>
<td>3d Position randomization</td>
<td>2</td>
</tr>
<tr>
<td>Trigger delay</td>
<td>[200,500]</td>
</tr>
</table>
<small>Figure 4. Sound definition parameters</small>
<p><a href="http://www.flickr.com/photos/gamedevnet/4627656906/" title="Figure 5 by GameDev.net, on Flickr"><img src="http://farm4.static.flickr.com/3351/4627656906_5ccd2951cd.jpg" width="500"
height="370" alt="Figure_4"></a><br>
<small>Figure 5. Sound definition parameters.</small></p>
</div>
<p>These are the initial Sound definition parameter values I start with. But I will constantly change and tweak these individually as I progress.</p>
<h2>Step 5</h2>
Now it is time to create our Event. The event name is what a coder programs into a game, this is what is triggered when our sound is to be played. Events can be as simple as a single sound file or
complex combinations of many sounds. We are going to create a more complex Event. Go to the Events tab and there should already be a default event in the untitled folder. You can either rename and
use this event or right-click and create a new one. I am going to call our Event Surface_Explosion; I have also renamed the group folder to Explosion Tests.
<p>Once you have named your Event you can either double click on it or select it and click on the Event editor tab. This is where we will create our Event.</p>
<h2>Step 6</h2>
Inside the Event editor you will see a single layer, layer00. Right click underneath it to add further layers. Create 7 more layers for our explosion. Next right-click in the main window in layer00
and choose <b>Add sound</b>. A pop up window will appear with all the available Sound definitions in our project. Chose one of the available Sound definitions and add it to your project. Ensure you
select One Shot from the tick boxes otherwise the sound will play over and over in a looping fashion. Add sounds to all of the 8 layers in this manner. (DO NOT add the flame ignite sound or shotgun
sound yet). This will create the most basic explosion sound, but already it changes every time the event is triggered. Press play to audition your sound. These are the Sound definitions I have used.
<div class="c1">
<table width="45%" border="1">
<tr>
<td><b>Layer</b></td>
<td><b>Sound definition</b></td>
</tr>
<tr>
<td>00</td>
<td>/Surface/Metal_minor</td>
</tr>
<tr>
<td>01</td>
<td>/Surface/Strike_metal_hollow_tank_rattle</td>
</tr>
<tr>
<td>02</td>
<td>/Surface/Metal_crash</td>
</tr>
<tr>
<td>03</td>
<td>/Surface/Glass_shard_smash</td>
</tr>
<tr>
<td>04</td>
<td>/Surface/Glass/pane/smash</td>
</tr>
<tr>
<td>05</td>
<td>/Surface/Wood_planks_fall</td>
</tr>
<tr>
<td>06</td>
<td>/Surface/Wood_metal_fall</td>
</tr>
<tr>
<td>07</td>
<td>/Surface/Metal_Thump</td>
</tr>
<tr>
<td>08</td>
<td>-</td>
</tr>
<tr>
<td>09</td>
<td>-</td>
</tr>
</table>
<small>Figure 6. Note the variety of different materials included in the Event.</small>
<p><a href="http://www.flickr.com/photos/gamedevnet/4627050801/" title="Figure 7 by GameDev.net, on Flickr"><img src="http://farm5.static.flickr.com/4004/4627050801_6af6824061.jpg" width="500"
height="295" alt="Figure_5"></a><br>
<small>Figure 7. FMOD Event. A multilayer event containing 5 Sound definitions</small></p>
</div>
<h2>Step 7</h2>
So far we have only included the sounds of various materials in motion, but the result still sounds dramatic. The event is more like a building collapse, or something crashing into a building. We
have not yet added the sounds of the initial explosive force. I did this intentionally to demonstrate what can be created with simple material sounds and to show how the sound evolves with more
layers.
<p>If we think back to how an explosion plays out we have the initial release of force, followed by the reactions of materials in the environment. Logically this means that our release of force sound
must occur before our materials respond. To more accurately reflect that in our event we will individually alter the trigger delays for each Sound definition. The trigger delay is one of the most
important parameters in creating effective chaotic events because it is what defines the order in which our Sound definitions will be triggered. We still want to maintain a level of randomness in our
event so we will create a window of time in which each event will occur.</p>
<p>A large range of values can create effective results but as a general rule the explosive force sounds should be sooner. [0,250] Trigger delay for the explosive force sounds and the materials
should come later with a value of [200,500]. The more you mix up the delays the more random the sound will be. Another tip is to set two different values for the initial explosive forces. Try setting
the sounds of the shotguns at [0,200] and the sounds of the rifles at [200,300] this creates an effective &#8220;double blast&#8221; effect that can sound very effective. I also add an overall Pitch
value of -2 to the gunshot sounds. This lowers them by 2 octaves and makes them sound much more like an explosive concussion. As always experiment with different settings.</p>
<p>Now add some more layers and add several of the elemental Sound definitions. I have used the rifle, shotgun and flame burst Sound definitions. This will now add the initial explosive force to the
event and make it sound more like a triggered explosion. The large gas flame eruption or loud concussive bang added to the initial collapse event changes the overall dynamic of the Event.</p>
<p>You are pretty much there. Experiment with changing the Sound definitions (right-click on an existing Sound definition and choose <b>Replace Sound</b>) in each layer to hear the different results
you can achieve, you can also mute any of the layers in the event to test how it sounds without that layer. I am going to add some more layers to build on the initial simple version of the explosion.
The Advanced sounds folder contains additional sounds that can be added to this event to add further depth to the sound. Continue to experiment with the available sounds.</p>
<p>In regards to the actual sound files that are present in each of the Sound definitions, I sometimes find when I audition my sound events that there are sounds elements that just don&#8217;t quite
work. For example, sometimes a sound of metal collapsing that worked really well in a car crash just doesn&#8217;t suit an explosion. When I audition my events I listen carefully for anything I
don&#8217;t like, I mute various layers to try and isolate the problem and when I find it I return to the Sound definition. By listening to each sound file in a Sound definition individually I can
find any that I don&#8217;t like and delete them from the project. Sometimes I will remove an entire definition and all its files, sometimes I only need to remove a couple of files here and there. Do
not feel that you need to keep all the sounds just because they were grouped together to start with. It is this fine tuning that really makes the difference between a well crafted sound and a fairly
generic sound.</p>
<p><embed src="http://downloads.gamedev.net/features/music/fmodSfx/Surface_explosion.wav" autoplay="false" height="60" width="144"></p>
<p>A quick swap of some of the Sound definitions being used and an adjustment to some parameters and a second explosion can quickly be produced. Once the building blocks have been assembled,
producing assets and adjusting them to specific requirements should be easy and allow for a more organic process as project requirements change, which they invariably do during the course of
development.</p>
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<embed src="http://www.youtube.com/v/hPvrMnb4GEo&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height=
"344"></object></div>
<h1>Going Further</h1>
So far we have created a simple explosion sound by combining a variety of materials and an energy release. By adding more layers it is possible to increase the depth and complexity of the sound. It
is also possible to completely alter the nature of the explosion by using an entirely new set of Sound definitions.
<p>Create a second set of Sound definitions from the sound files provided in the Underwater sounds folder. Remember to group sound files of the same name into the same Sound definition. For the
initial explosion event we initially used the same parameters for each Sound definition. While this provided a basic explosion effect, more realistic sounds were created by tailoring the parameters
for each Sound definition to suit its place in the Event.</p>
<p>The following table lists the Sound definitions I have used and the trigger delay values I have chosen. These can of course be altered to individual tastes. Set the other Sound definition
parameters to match those in Figure 4.</p>
<div class="c1">
<table width="75%" border="1">
<tr>
<td><b>Sound definition name</b></td>
<td><b>Trigger delay values</b></td>
</tr>
<tr>
<td>Underwater_splash_impact_medium</td>
<td>[0,100]</td>
</tr>
<tr>
<td>Underwater_bubbles_bucket_burst_short</td>
<td>[100,500]</td>
</tr>
<tr>
<td>Underwater_bubbles_bucket_small</td>
<td>[100,500]</td>
</tr>
<tr>
<td>Underwater_bubbles_burst</td>
<td>[100,250]</td>
</tr>
<tr>
<td>Underwater_bubbles_burst_close</td>
<td>[0,500]</td>
</tr>
<tr>
<td>Underwater_bubbles_burst_long</td>
<td>[0,500]</td>
</tr>
<tr>
<td>Underwater_bubbles_slow</td>
<td>[200,500]</td>
</tr>
<tr>
<td>Underwater_movement_impact</td>
<td>[100,250]</td>
</tr>
<tr>
<td>Underwater_splash_impact_large</td>
<td>[0,400]</td>
</tr>
<tr>
<td>Flame_gas_giant_Melbourne_casino_burst_small</td>
<td>[0,250]</td>
</tr>
<tr>
<td>Shotgun_12_gauge_double_barrel_firing_close</td>
<td>[0,400]</td>
</tr>
<tr>
<td>tone</td>
<td>[0,200]</td>
</tr>
<tr>
<td>Flame_gas_giant_Melbourne_casino_burst</td>
<td>[0,250]</td>
</tr>
</table>
<small>Figure 8. Trigger delay values</small></div>
<p>The above values indicate that Sound definitions such as the flame bursts, the shotgun firing and the tone are all set to trigger earlier than the other definitions. These are the sounds that I
want to represent the initial release of energy. The remaining definitions I have set to create a kind of cascade after the initial bang. Once you place the Sound definitions into an Event you can
audition your sound effect and continue to tweak it until you are happy with it.</p>
<h2>Tweaking within the Event</h2>
Once all the trigger values have been set for each Sound definition create 13 layers in a new event and add one of each of the Sound definitions for the new Event. This Event will sound more chaotic
when triggered, as there is the varied triggering of each individual Sound definition. Play the Event over and over and listen to each instance, listen carefully for elements that stand out as
inappropriate. For this tutorial I edited the raw sound files for the elemental sounds to make them a more appropriate match to the underwater movement sounds. It was not until I auditioned the Event
over and over that I realised I had not edited one of the raw files correctly. This process of auditioning sounds should become a regular part of creating audio.
<p>The process of repeated auditioning and tweaking resulted in me further tweaking a few of the trigger delay values slightly to achieve a sound I was happy with, but I also realised that several of
the layers were not needed. Mute each layer individually and if it does not greatly alter the overall sound then remove it. Never keep a layer that is not a direct benefit to the final sound.</p>
<div class="c1"><a href="http://www.flickr.com/photos/gamedevnet/4627050769/" title="Figure_6 by GameDev.net, on Flickr"><img src="http://farm5.static.flickr.com/4038/4627050769_40c0234435.jpg"
width="500" height="296" alt="Figure_6"></a><br>
<small>Figure 9. Working with layers</small></div>
<p>The greyed out layers are muted and will be deleted as they add nothing to the final sound.</p>
<p><embed src="http://downloads.gamedev.net/features/music/fmodSfx/Underwater_explosion.wav" autoplay="false" height="60" width="144"></p>
<h2>A new way of thinking</h2>
In a short amount of time we have created three basic but effective explosions sound effects. These can be expanded upon with more layers or different raw materials. The raw sounds used can also be
used as building blocks to create a great many other sounds within the same project. Pitching down a stone movement sound can create the effect of a giant stone door, the metallic crash sounds can be
used in a variety of situations, and of course the gun shot sounds can all be used in their basic form as weapon sounds. This example uses a large variety of high resolution samples. To accommodate
system resource limitations, fewer samples can be used or files can be down sampled. A better solution is to think of all the sounds you will need in a project and then assemble the building blocks
you would normally use to create these sounds. Instead of creating the sounds in an editing program and being stuck with a sound effect that may only suit one situation and will repeat endlessly,
create an audio environment in a system that allows you to define how you want the sounds to function and allow them to be created in real time. Sounds created on demand unique to the situation.
<p>Randomization of sound effects in games is an important part of avoiding annoying repetition in the audio environment, but its impact on the game can be far more than simply removing a bad aspect.
Well designed and unique sound events will drastically increase the realism of any game environment. The change from repetitive to uniquely generated events should not be seen as a single step of
improvement such as using higher resolution sounds or a few more choices in a sound pool. A sound event that is different every time it is triggered can alter how visual are perceived and ultimately
the experience the player will have.</p>
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<param name="allowFullScreen" value="true">
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"344"></object></div>
<p>There are several main ideas behind this tutorial that are worth restating:</p>
<p>Firstly that randomisation is your best friend in sound design, especially when dealing with chaotic dramatic events. Secondly there are very few rules, and many guidelines. Experimentation is one
of your best tools. Play with the parameter values, the choice of source files and the order in which you assemble your materials, you will be amazed at the results you stumble across. Thirdly there
is no substitute to using your ears. Listening to your sound again and again and again is essential. Listen to what is there, but also listen to what isn&#8217;t there. If a certain layer can&#8217;t
be heard or doesn&#8217;t seem to be contributing to the mix, then remove it. And lastly enjoy the process; there is nothing more enjoyable than creating something amazing out of nothing.</p>

]]></description>
		<pubDate>Fri, 21 May 2010 18:17:05 +0000</pubDate>
		<guid isPermaLink="false">db4db5ec58a9433419cb104eeab915c2</guid>
	</item>
	<item>
		<title>Making Sound Effects</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/making-sound-effects-r2738</link>
		<description><![CDATA[

<p>Some time ago, I was given the task of making sound effects for a martial art sequence. A short, simple looking fight sequence, that ended up needing a whole lot more sound design than I could
have imagined. And so here lies the essence of making sound effects; make more than you think you need.</p>
<p>Like any project, the first stage should always be research. It is two-fold; how will the sounds be created, and what is my audience expecting to hear. Both are equally important. In addition to
the standard categories of foley sound effects, such as footsteps and prop sounds, I found that sound effects for martial arts consist of at least two unique categories. These two unique categories
are hits, and movement.</p>
<h1>The Sound of Watermelons</h1>
With reluctance, I pressed the record button, picked up my cricket stump, and slammed the large watermelon that was lying in front of me. &#8220;Cracckk!&#8221; A most peculiar sound was created, and
recorded.
<p>In my research, I found that quite commonly, smashing watermelons with sticks is the way hit sound effects are created for martial art sequences. That is, the sounds that we have become accustomed
to hearing when one character is hitting another. It is the combination of a sharp initial crack and the wet, slushy sound of the watermelon splintering. Not the imagery you would like to be thinking
of. It raises a good point however and perhaps the most important point in this article; sound is not what it looks like.</p>
<p>If a film&#8217;s production relied entirely on the location sound recorded together with the footage, a film&#8217;s sound would come across as empty, bland and without any power of suggestion.
Take for example, the sound of one person&#8217;s fist hitting another person&#8217;s face (and the actors hadn&#8217;t even done that!) The sound is if anything, extremely low in amplitude and
completely without the emotional energy needed to move an audience. Now while an audience is in the most part concerned with the visual element of a film, a film&#8217;s sound should be unobtrusive
and go without notice, whilst having the most profound emotional effect it possibly can.</p>
<p>While I was having watermelon juice sprayed all over me, I was considering what all this should mean to an audio practitioner. When faced with a piece of film on the screen, how am I going to
decide what props to use and record? What microphones and microphone techniques will produce the most emotive sound? That, I have found from experience, can only come from thorough research and
experimentation.</p>
<p>At the time of recording these hit sounds for the martial arts sequence I was working on, I only had my hands on two microphones; a Rode NT3 and a very basic interview microphone I had picked up
at a camera store for $40. Obviously the NT3 is a far superior microphone but there were some interesting discoveries when using the $40 interview microphone.</p>
<p>Both microphones were placed on stands in a fairly dull sounding room around fifteen to twenty centimeters from the watermelon. Pop screens were placed in front of each microphone (in the hope of
protecting the microphones from watermelon spray) and fed into a small Yamaha 4-track tape machine. The output of the 4-track was then sent to a computer with a basic sound-card and into the
multi-track program Samplitude Studio. First, I recorded for around a minute with only the NT3, giving the watermelon plenty of solid hits, adjusting the input gain on the 4-track with each hit.
Then, I followed the same process with the interview microphone.</p>
<p>When listening to the recordings, I found that the NT3 had far better lower and mid-range frequency response, while strangely the interview microphone had a much sharper higher frequency response.
Being a shotgun microphone, the interview microphone most likely had a large peak in the upper mid-range frequencies. The hit sounds had a very fast attack with no decay whatsoever. Satisfied with
the recordings, I moved on to recording the movement sounds.</p>
<h1>The Sound of Ferns</h1>
Movement is the second unique sound effect associated with martial art sequences and it was here that experimentation was needed. I thought about how the movement of a martial arts actor needed to be
portrayed. They need to elicit the idea of speed, swiftness and power. What I needed was a &#8217;swoosh&#8217; sound. I took a walk around the garden and pondered how I could create a
&#8217;swoosh&#8217; sound. It didn&#8217;t take long to come across some dead fern branches lying on the ground, and when I moved them quickly through the air, heard the perfect sound I was looking
(or listening!) for; &#8217;swoosh!&#8217;
<p>When it came to recording the ferns however, I found the process more difficult than recording the watermelon hits. The level of the sound source was very low, and adding gain to the microphone
input added a lot of room noise. I think in this situation, a microphone with a wider polar pattern such as an omni pattern, or even a stereo microphone such as the Rode NT4, would have captured the
overall sound better. In the end, I decided to use both microphones simultaneously, spread about twenty centimeters apart and facing about forty-five degrees away from each other. This seemed to
capture the fast movement of the fern and give an adequate sound pressure level.</p>
<h1>A Note on Recording Technique</h1>
Recording sound effects follows the same recording techniques as recording music, and while this topic is another article in itself, it should be briefly mentioned here. Most importantly, the
limiting of external noise when recording sound effects is essential. Try not to forget, that for every new track you are adding to a film&#8217;s soundtrack, you are adding noise that could, and
mostly will, cloud the final soundtrack.
<p>Limit the amount of noise by only using as much gain as is necessary to record your sound, try to get your microphone as close as you can to the sound source, and try to only use equipment that
operates with very low noise. Where appropriate, try to use noise reduction effects before you present your final audio mix to your editor.</p>
<p>In the case of this article, ideally I would have benefited greatly by having a more sensitive studio condenser with changeable polar patterns and a good quality preamp and compressor. In that
way, I could have found the optimum microphone placement and recording level, without encountering clipping or distortion occurrences.</p>
<h1>The Power of Mixing</h1>
When making sound effects, be it for martial arts sequences, the ambience of a spacecraft, or the complex sound of a war scene, sound effects mixing is an art in itself. Never forget the power of
layering, positioning and the use of audio effects. There are a multitude of options when it comes to audio mixing software and there are some amazing open source programs available online.
Basically, a program that offers multi-track mixing, some array of audio effects, and the ability to output to various audio formats should be sufficient for most sound effects editors.
<p>For the project I was working on, I was using Samplitude Studio, which is a very powerful multi-track program that has a long list of features beyond this article. The fern recordings needed to be
louder and brighter so I made good use of the program&#8217;s built in noise reduction plugins, combined with multi-band compression to make the recordings louder, without introducing too much noise
or distortion. Not all the watermelon recordings were usable as the first few hits clipped and were very distorted. Some room reverb was added to match the scene of the visuals and soften the
samples, slightly distancing the perspective of the sound.</p>
<p>An incredible amount of subtle variation can be created by simply having different combinations of the same samples, at different levels and panning positions. By using Samplitude Studio&#8217;s
pitch-shifting and time-stretching plugins, I was able to not only improve the movement samples, but I also came away with around thirty new movement samples. I went back to the watermelon samples
and used the same technique. This gave me a much larger library of samples, giving more variation to the fight sequence audio. There is nothing worse than having the exact same sample for five
strikes in a row. Even if the audience doesn&#8217;t notice it, someone will.</p>
<p>The samples created were then carefully synced to the visuals in the video editing program Final Cut Pro. There were more than one-hundred and twenty unique hit and movement samples in total,
edited and created from variations of only around twenty original samples. Foley sounds were added later by another sound editor.</p>
<h1>Final Thoughts</h1>
So comes to the end of the article &#8216;Making Sound Effects&#8217;. Always remember to experiment with different combinations of sounds and effects, and try to listen to your mixes on other
systems to hear how they sound in different environments.
<p>Never forget the importance of research. It brings understanding about technique and perception, which are two of the most integral factors in creating effective art.</p>

]]></description>
		<pubDate>Mon, 08 Feb 2010 15:55:31 +0000</pubDate>
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		<title>Writing Music for the iPhone </title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/writing-music-for-the-iphone-r2723</link>
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When writing music, especially music that is required to support visuals, it is important to know who the audience is and how they will perceive the music. What kind of music are they familiar with?
Which instruments will they recognize as suggesting the feel and mood of the visuals? How can a composer safely branch out from the norm, to satisfy ones creativity, yet ensure that the music will be
received well by the audience?
<p>In the case of writing the music for Plushed, the iPhone creation by <a href="http://www.blacksmithgames.com/">Blacksmith Games</a>, the question that was immediately apparent was; how can a short
looping composition catch the attention of an audience and also remain instilled in their memory?</p>
<p>This article explores the process of writing video game music, based on the compositional process for one of the ten levels of music from the iPhone game Plushed.</p>
<h1>Step One: Choose your instruments</h1>
After receiving the brief of a game, and in particular the brief of a level, a composer has a fairly clear idea about what the requirements and aims of the music should be. This is at least in
reference to the characters, the setting and the mood. With these key elements in mind, choosing the instrumentation for video game music is simply a matter of answering the question; what instrument
creates what mood?
<h2>How important is instrumentation?</h2>
The instrumentation in a game is one of the most powerful methods of eliciting setting and mood. Listeners can, at least subconsciously, associate sounds of instruments with particular places or
feelings. Take for example pizzicato strings, which immediately conjure up images of tiptoeing and sneakiness.
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-01.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p>The point is not if a listener is consciously listening to the pizzicato strings, though a composer would prefer at times they did not, the point is that a composer needs to be knowledgeable about
which instruments create which effect.</p>
<h2>Why choose orchestral instruments for Plushed?</h2>
The instruments across the orchestra are exotic, unique and incredibly varied. Using orchestral instruments makes for easy sharing of melodies and motifs across instruments, which allows for both an
increase in suitable repetition and an increase in variation. Repetition is incredibly important in thematic music as it is used to impress a theme onto an audience. However, too much repetition can
disempower the effect of a theme and therefore variation is needed to give thematic music space.
<h1>Step Two: Create your motifs</h1>
Motifs are where music derives its character, and when writing music for video games is where the characters derive their place in a game. From a high, fluttering flute line, to a deep, dark string
run. Without this important compositional technique video game music would be unrelated and disconnected from the essence of the game.
<p>Motifs are the melodic and rhythmic material that is at the core of a theme. It is what will be used and modified when developing a theme and is the basis for reminding an audience of a theme.</p>
<h2>What are the second level motifs in Plushed?</h2>
The second level game music in Plushed is rich with motifs; the pizzicato strings and flute being very prominent in the opening sequence.
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-02.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/intro-instruments1.png"></p>
<p>While the oboe has several small motifs also. Such as at bar ten,</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-03.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/oboe-11.png"></p>
<p>and also at bar nineteen.</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-04.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/oboe-2.png"></p>
<p>Then there is the clarinet and bassoon counterpoint at bar fourteen,</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-05.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/clar-bassoon.png"></p>
<p>and the rising flute run at bar sixteen.</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-06.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/flute-end1.png"></p>
<p>Motifs can be very short, even just several notes. As long as a motif achieves its goal of contributing to a theme, then duration is of lesser importance.</p>
<h1>Step Three: Build your structure</h1>
What would a series of motifs be without structure? Structure determines the impact of thematic music by deciding how motifs can be developed and shared across instruments. It controls when and for
how long main motifs will be played. It is also the key factor for creating variation.
<h2>Structure and compositional technique</h2>
The game music for the second level of Plushed is a one minute looping track, consisting of twenty-three bars of flute, oboe, bassoon, clarinet, pizzicato strings, legato strings, marimba and light
percussion. The track is dominated by the flute and the oboe, which play the main motifs. The track structure is as follows;
<ol>
<li>(Bar one) &#8211; Light percussion introduced</li>
<li>(Bar two) &#8211; Pizzicato string motif</li>
<li>(Bar three) &#8211; Ascending marimba run</li>
<li>(Bar four) &#8211; Flute motif call</li>
<li>(Bar five) &#8211; Pizzicato string and marimba response</li>
<li>(Bar seven) &#8211; Flute motif extension</li>
<li>(Bar eight) &#8211; Pizzicato string and marimba variation</li>
<li>(Bar ten) &#8211; Oboe motif</li>
<li>(Bar twelve) &#8211; Pizzicato string and marimba repeat</li>
<li>(Bar fourteen) &#8211; Bassoon and clarinet counterpoint motif</li>
<li>(Bar sixteen) &#8211; Flute ending motif</li>
<li>(Bar eighteen) &#8211; Ascending marimba run</li>
<li>(Bar nineteen) &#8211; Oboe ending motif with pizzicato strings</li>
</ol>
The track opens with light percussion, running at ninety-two beats per minute, which sets a relaxing, yet playful tempo for level two. Being only the second game level out of ten levels, the
percussion consists only of pitched finger drums and shakers, as the later levels have more percussion.
<p>Mood is created almost immediately by the introduction of the pizzicato strings which are based around the aeolian scale. Since Plushed is a side scrolling action game, the pizzicato strings give
the track a light, playful feel and work well together with the movement of the main character.</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-01.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/cello-11.png"></p>
<p>The aeolian scale is essentially a harmonic minor scale with a lowered seventh. It has a dark, mystical feel, and harmonies based on the aeolian scale resonant well with visuals that are seeking
to be engaged by the audience.</p>
<p>Following shortly after is a medium paced, ascending marimba motif, based also around the aeolian scale. This was added to bridge the pizzicato strings to the flute and oboe and accentuates the
playful nature of the track. By basing the marimba on the aeolian scale, it creates a light tension that is also supported by the dissonant sounding legato strings.</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-07.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/marimba.png"></p>
<p>At bar four the flute is introduced, playing a short motif, the first of a two part sequence. The pizzicato strings and marimba then repeat, and the second part of the flute motif follows in bar
seven. This is an example of a call and response between the strings and the flute, with the marimba acting as a bridge. This kind of call and response gives variation and also helps in the build up
towards later sections in the music.</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-02.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/intro-instruments1.png"></p>
<p>At bar eight and nine the pizzicato strings and marimba double together to play a new motif. This is a development from the first cello motif and helps lead into the oboe motif.</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-08.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/cello-marimba1.png"></p>
<p>By bar ten the call and response between the cellos and the flute has been well established. By bar ten in a twenty-three bar composition, the time is right to vary the flute motif, and so the
oboe motif in introduced, giving instrumental variation.</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-03.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/oboe-11.png"></p>
<p>There is then a movement to a bassoon and clarinet motif. By having the bassoon and clarinet play in counterpoint allows for more harmonic interest and relieves the flute and oboe from the task of
lead motifs. With the flute and oboe sitting in the higher register, the bassoon and clarinet balance the melodic range of the track.</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-05.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/clar-bassoon.png"></p>
<p>By bar sixteen it is time to return to the flute, which has been the main motif instrument, and so a small climax is reached by the introduction of a new rising flute motif.</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-09.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/flute-end1.png"></p>
<p>The track comes to an end with a new oboe motif, supported by the original pizzicato strings motif.</p>
<p><embed type="application/x-shockwave-flash" src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://downloads.gamedev.net/features/music/iPhoneTunes/sample-01.mp3" width=
"400" height="27" allowscriptaccess="never" quality="best" bgcolor="#FFFFFF" wmode="window" flashvars="playerMode=embedded"></p>
<p><img src="http://members.gamedev.net/gaiiden/iPhoneTunes/img/oboe-pizz-end1.png"></p>
<p>The decisions about structure come from a balance between the lead motifs and their supporting instruments. Variation of instrumentation, together with repetition of the main motifs, is the key to
creating a memorable composition.</p>
<h1>Step Four: The recording process</h1>
At this point in the compositional process it comes time to record. Ideally, the score will be printed off and given to the players that are required. Though not every situation is ideal and the
budget for many games will not be high enough to pay for the performance and recording of quality orchestral players. If that is the case, then it is best to create the best sound quality possible
with the equipment at hand.
<p>With the production of the video game music for Plushed, high quality orchestral samples were used and were triggered by a midi score. There are advantages to this style of composition, primarily
the time required to create a fully produced score, and the soundtrack of a video game can be composed in very short amount of time.</p>
<p>An important point to make is that a lot can be achieved by remixing the samples used in midi compositions. By utilizing effects and mixing techniques, the scale and perception of a score can be
greatly enhanced. Through the use of layering, delays and high quality reverbs, an already sweet sounding score can move into a whole new realm.</p>
<h1>Step Five: Listen and listen again</h1>
Compositions need to be checked and listened to, repeatedly, before they are completed, and in the case of video game music, submitted. It is a good idea to try out methods that prove whether a track
can be repeatedly listened to. For video game music, which is going to be heard over and over again, the last thing a composer wants is the listener muting the audio because it is too repetitive and
boring.
<p>The best way to limit the chances of repetition is to make full use of variation in instrumentation and thematic devices. By having several key motifs that are balanced across varying instruments,
the chance of the music sounding repetitive and boring will be greatly reduced.</p>
<p>Testing the music in different situations can help a lot too. Using a game music track as a ring tone for example, is an interesting way to see how well the track will be received. How long will a
person keep that ring tone? They will certainly change it if they find the music too obtrusive or too repetitive.</p>
<h1>Final Thoughts</h1>
This article has explored techniques for making video game music through the explanation of how one level of a ten level iPhone game was produced. It needs to be strongly emphasized that the balance
between well thought out instrumentation and varied, engaging motifs, will produce video game music that is powerful and memorable.
<p>To see the final version of the second level game music of Plushed, an ingame video has been included for reference. Note: At 45seconds the game play video changes to a higher game level music
track.</p>
<div class="c1"><object width="425" height="344"><param name="movie" value=
"http://www.youtube.com/v/B1FhB_hzG6s&color1=0xb1b1b1&color2=0xcfcfcf&hl=en_US&feature=player_embedded&fs=1">
<param name="allowFullScreen" value="true">
<param name="allowScriptAccess" value="always">
<embed src="http://www.youtube.com/v/B1FhB_hzG6s&color1=0xb1b1b1&color2=0xcfcfcf&hl=en_US&feature=player_embedded&fs=1" type="application/x-shockwave-flash" allowfullscreen="true"
allowscriptaccess="always" width="425" height="344"></object></div>
<p>Want to read the next article about composing music for the iPhone video game Plushed? Or how about music industry articles in general? Why not subscribe to the <a href=
"http://www.spencersternberg.com/feed">Spencer Sternberg Feed</a>.</p>

]]></description>
		<pubDate>Thu, 24 Dec 2009 01:16:14 +0000</pubDate>
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		<title>A Brief Guide to Orchestration</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/a-brief-guide-to-orchestration-r2718</link>
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<p>The symphony orchestra is one of the most versatile mediums of music performance, which is capable of producing an almost infinite number of different shades of exp<b></b>ressi&#111;n. However, in order to
successfully utilize its power, one must first have a solid understanding of the general principles of orchestration. This article is meant to serve as a crash course in the basics of classical
orchestration for beginner and intermediate game composers to enhance their use of orchestral sample libraries and in turn, increase their profitability as composers.</p>
<p>For the sake of brevity, this article assumes that the reader has a general understanding of music theory and is familiar with and has access to an orchestral sample library such as VSL, EastWest,
or Garritan. In addition, we will focus only on the traditional instruments of the classical orchestra, excluding later additions such as the saxophone and drumset.</p>
<p>As you begin your journey into the art of orchestration, it is prudent to understand these three axioms set out by master orchestrator Nikolai Rimsky-Korsakov in his definitive guide to
orchestration, <i>Principles of Orchestration</i>:</p>
<blockquote>I. <i>In the orchestra there is no such thing as ugly quality of tone</i>.<br>
II. <i>Orchestral writing should be easy to play</i>; a composer's work stands the best chance when the parts are well written.<br>
III. <i>A work should be written for the size of the orchestra that is to perform it</i>, not for some imaginary body as many composers persist in doing.</blockquote>
He continues to talk about the different stages that the beginning orchestrator will pass through in his/her journey towards becoming a master orchestrator:
<blockquote>The student will probably pass through the following phases:
<ol>
<li>The phase during which he puts his entire faith in percussion instruments, believing that beauty of sound emanates entirely from this branch of the orchestra&#8212;this is the earliest
stage.</li>
<li>The period when he acquires a passion for the harp, using it in every possible chord.</li>
<li>The stage during which he adores the woodwind and horns, using stopped notes in conjunction with strings, muted or pizzicato.</li>
<li>The more advanced period, when he has come to recognize that the string group is the richest and most expressive of all. When the student works alone he must try to avoid the pitfalls of the
first three phases.</li>
</ol>
</blockquote>
<h1>Overview of Orchestral Groups</h1>
Before we begin learning how to incorporate each one of the instruments into our compositions, we must first learn as much as possible about each instrument so that we can make informed decisions
when deciding which instrument should play a given part. The orchestra can be broken down into 4 primary groups or families: strings, woodwinds, brass, and percussion.
<h2>The Strings</h2>
The string section is made up of four different instruments: the violin, viola, cello, and double bass, each of which is constructed basically in the same fashion as shown in the diagram of a violin
below:
<div class="c1">
<p><img src="http://members.gamedev.net/gaiiden/brfOrchGuide/fig1.jpg"></p>
</div>
<p>The primary differences between the string instruments are their sizes, ranges, and tunings. All are tuned to fifths except for the double basses that are tuned to fourths. Below is a useful chart
for the ranges of string instruments:</p>
<div class="c1">
<p><a href="http://members.gamedev.net/gaiiden/brfOrchGuide/fig2.jpg"><img src="http://members.gamedev.net/gaiiden/brfOrchGuide/fig2_t.jpg" border='0'></a></p>
</div>
<p>The most common tones are produced by initiating the vibration of the strings through either bowing or plucking. This can be done through an almost infinite variety of different articulations,
more so than any other orchestral group. Based on the completeness of your orchestral library, many of these articulations may be available for you to use.</p>
<h3>Common string articulations</h3>
<ul>
<li>D&#233;tach&#233; - Each note is played with a change in bow direction from down to up with the bow remaining in constant contact with the string. This articulation can be played at practically
any speed up to about sixteenth notes at 160 bpm.</li>
<li>Staccato - Each note is played with a fast attack and a fairly abrupt release. Players shouldn't be expected to play staccato any faster than sixteenth notes at 110 bpm.</li>
<li>Spiccato - Similar to staccato in that there is a fast attack and an abrupt release, yet the sound is produced by bouncing the bow off the string. Maximum speed is around sixteenth notes at 132
bpm.</li>
<li>Jet&#233;/Ricochet - The bow is thrown against the string and allowed to repeatedly bounce off of it, which allows the player to play at very fast speeds. This articulation is most commonly
started with a down bow giving an accent to the first beat.</li>
<li>Tremolo - A rapid succession of unmeasured down and up strokes. It can have a mysterious tone at low dynamic levels as well as produce the strings' loudest sound possible.</li>
<li>Portamento - Played with the bow in constant contact with the string emphasizing exaggerated slides in pitch between successive notes; can produce an eerie, haunting effect when used
appropriately.</li>
<li>Con sordino - A mute is applied to the bridge of the instrument producing a muffled, less brilliant tone.</li>
<li>Pizzicato - The strings are plucked, most commonly with the first and second fingers. This gives a relatively fast attack and a medium release to the tone that is fairly moderate in
loudness.</li>
</ul>
<h2>The Woodwinds</h2>
The basic members of the woodwind family are the flute, oboe, clarinet, and bassoon. All other woodwinds, excluding the saxophone family, can be considered variations of these four instruments. In
general, woodwind instruments are less flexible than the strings, being less capable of producing as many different shades of exp<b></b>ressi&#111;n. Nonetheless, they are well suited to producing rich, colorful
tones that vary greatly depending on the register.
<p>Below is a table of the primary woodwind instruments with tone descriptions for each of their registers:</p>
<div class="c1">
<p><a href="http://members.gamedev.net/gaiiden/brfOrchGuide/fig3.jpg"><img src="http://members.gamedev.net/gaiiden/brfOrchGuide/fig3_t.jpg" border='0'></a></p>
</div>
<p>Rimsky-Korsakov describes the tone qualities of the primary woodwind instruments in the following excerpt:</p>
<ul>
<li>Flute &#8212; Cold in quality, specially suitable, in the major key, to melodies of light and graceful character; in the minor key, to slight touches of transient sorrow.</li>
<li>Oboe &#8212; Artless and gay in the major, pathetic and sad in the minor.</li>
<li>Clarinet &#8212; Pliable and expressive, suitable, in the major, to melodies of a joyful or contemplative character, or to outbursts of mirth; in the minor, to sad and reflective melodies or
impassioned and dramatic passages.</li>
<li>Bassoon &#8212; In the major, an atmosphere of senile mockery; a sad, ailing quality in the minor</li>
</ul>
It is accurate to say that the four primary woodwinds are all of equal power and can be balanced with a 1:1 ratio. However, the same cannot be said for their variations (i.e. piccolo, bass flute,
english horn, small clarinet, bass clarinet and double bassoon) that have the tendency to vary in power.
<h2>The Brass</h2>
Though less flexible than the woodwinds, brass instruments possess a powerful resonance that is unmatched by any other orchestral instrument. When played <i>forte</i>, they can dominate even the
thickest of orchestral textures. They possess a remarkable ability to play swells from <i>pianissimo</i> to <i>fortissimo</i> as well as playing decrescendos inversely.
<p>The ranges and timbres of the brass instruments are quite similar with the sound becoming more brilliant as the higher registers are approached. Trumpets, trombones, and tubas have roughly an
equal amount of power. The horns however have about half that strength when played <i>forte</i>. In order to properly balance when the rest of the brass is playing <i>pianissimo</i>, the horns should
be playing <i>piano</i>. When the rest of the brass is playing <i>forte</i>, two horns are needed for every one trumpet, trombone, or tuba:</p>
<div class="c1">
<p>1 horn playing <i>p</i> = 1 trumpet playing <i>pp</i> = 1 trombone playing <i>pp</i> = 1 tube playing <i>pp</i></p>
<p>2 horns playing <i>f</i> = 1 trumpet playing <i>f</i> = 1 trombone playing <i>f</i> = 1 tube playing <i>f</i></p>
</div>
Here is a chart of the ranges of the primary brass instruments:
<div class="c1">
<p><a href="http://members.gamedev.net/gaiiden/brfOrchGuide/fig4.jpg"><img src="http://members.gamedev.net/gaiiden/brfOrchGuide/fig4_t.jpg" border='0'></a></p>
</div>
<p>Additionally, brass instruments can make use of mutes to decrease the volume of tone. Unlike string mutes that have a deadening effect on the sound by reducing the energy of upper frequencies,
brass mutes create a more edgy, nasally tone by reducing the energy of the lower frequencies. Furthermore, stopped notes can be used by the horn and less frequently the trumpet to produce a wider
variety of timbres.</p>
<h2>Percussion</h2>
Percussion instruments can be a bit more difficult to encompass because of the sheer number of different instruments and mallets that can be used, so we will have to concern ourselves with only the
most common. We can break them down into two groups: 1) percussion instruments with definite pitch and 2) percussion instruments with no discernable pitch
<h3>Percussion instruments with definite pitch</h3>
<ul>
<li>Kettle-drums (Timpani) - indispensable member of any concert orchestra; made from a calfskin or plastic drumhead stretched across a large kettle made most commonly of copper; capable of producing
all dynamic levels from explosive <i>fortissimo</i> to barely audible <i>pianissimo</i>; well suited to performing gradual drum roll crescendos and decrescendos.</li>
<li>Glockenspiel - metal bars arranged like piano keys that are attached to a portable frame and stricken with mallets; produces a high pitched, penetrating tone that is easily audible in most
orchestral textures</li>
<li>Celesta - very similar to a piano except that the strings are replaced with small steel plates; produces an astonishing, brilliant tone similar to that of the glockenspiel.</li>
<li>Xylophone - wooden bars arranged like piano keys on top of a freestanding fixture; played with mallets; produces a crisp, dry and penetrating tone</li>
</ul>
<div class="c1"><a href="http://members.gamedev.net/gaiiden/brfOrchGuide/fig5.jpg"><img src="http://members.gamedev.net/gaiiden/brfOrchGuide/fig5_t.jpg" border='0'></a></div>
<h3>Percussion instruments with no discernable pitch</h3>
<ul>
<li>Snare drum - cylindrical shell made of metal or wood with drumheads stretched over both sides; curled metal wires (snares) are strung across the bottom drumhead giving the snare it's distinctive
sound; most commonly played with drumsticks</li>
<li>Cymbals - two large, metal plates with concave centers held with straps; normally ranging from 17 to 22 inches in diameter; most commonly crashed together although many different articulations
are possible</li>
<li>Triangle - metal rod bent into a triangular shape with one open corner; typically struck with a brass rod</li>
</ul>
<h1>Instrumentation</h1>
<h2>Choosing How Many of Each Instrument To Use</h2>
Although there are many different combinations of instruments that you can use to make up a full orchestra, there are some general guidelines that most orchestrators adhere to in order to achieve the
balance of sound necessary for all instrument parts to be heard.
<p>The first question you must ask yourself is, "How big of an orchestra do I want to use?" The bigger the sound you want, the bigger orchestra you should use. If your piece is ever performed by a
live orchestra, you may find that the conductor requests the piece to be arranged for a smaller or larger orchestra than you originally intended, but for our purpose of composing for an orchestral
sample library, we have total control over how many instruments we invite to the party.</p>
<p>We can break down these different sizes into three basic categories: small, medium, and large. Below is a table of the most common instrumentation for each of the different sizes. By no means are
these set in stone, but they form a solid starting ground for developing the balanced sound we seek to achieve.</p>
<div class="c1">
<p><img src="http://members.gamedev.net/gaiiden/brfOrchGuide/fig6.png"></p>
</div>
As for the percussion instruments, these can be added at your discretion but should be done with care. Most percussion instruments have the ability to cut through even the thickest of textures, and
it is very easy to have them take the focus away from the other instruments if their parts are not chosen wisely. Nonetheless, they can add brilliance, color, and emphasis to your arrangement unlike
any other family of instruments. They key is to remain tasteful.
<h2>Seating Charts</h2>
Orchestral seating charts can be arranged in a variety of different ways, but most follow a basic setup procedure that has been proven through the centuries to maintain balance of sound amongst the
different instrument groups. When setting up your digital audio workstation file, it's a good idea to use panning, EQ, reverb, and volume to place each instrument in a three-dimensional space based
on a seating chart. However, be mindful that some orchestral sample libraries automatically place instruments within this three-dimensional space for you, so be careful that you aren't panning
something that is already panned.
<p>Below is a typical orchestra seating chart with the strings scattered across the front of the stage, the woodwinds directly behind them, the brass behind the woodwinds, the percussion in the far
left corner, and the piano, harp, and double basses in the far right corner:</p>
<div class="c1">
<p><a href="http://members.gamedev.net/gaiiden/brfOrchGuide/fig7.jpg"><img src="http://members.gamedev.net/gaiiden/brfOrchGuide/fig7_t.jpg" border='0'></a></p>
</div>
<p>Even though most seating charts you see will be very similar if not identical to this setup, this is only one way to organize an orchestra. Feel free to experiment with your own seating charts,
and you may discover something that works better for you. One thing that I have found to work quite well is to do everything as shown above but arrange the strings from left to right as follows: 1st
violins -> cellos -> violas -> 2nd violins. This seating arrangement allows the ability to create cool stereo effects between the 1st and 2nd violins while having the more omnidirectional
bass frequencies that come from the cellos emanate from the center as is common in most popular music recordings.</p>
<h1>Orchestration</h1>
Now that we are familiar with the different instruments of the orchestra and have a good idea of how to incorporate them into a cohesive ensemble, we begin our life long journey of discovering how to
artfully extract the most possible beauty from this collection of versatile sound producing devices. With so many choices of instruments, the task can seem a little daunting at first, but through
practice, we can recognize patterns that will help guide our decisions and yield powerful and provocative orchestral textures.
<p>Before we begin assigning parts to instruments, it is very important that your music makes sense to the ear in an absolute sense. What I mean by absolute sense is that if you were to have one or
two pianists play the entire composition, would the music be easily digested by the ear with clearly defined musical lines or would it be difficult to discern the different parts from one another? If
the answer is the latter, you probably want to revisit the composition of the music before you attempt to orchestrate it. Well composed music will always translate better to the orchestra, so take
the time and make sure you're happy with the notes before you start deciding which instruments should play them.</p>
<h2>Balance</h2>
Balance is arguably the most important factor in successfully orchestrating a piece of music. During orchestra rehearsals, a large percentage of time is spent on adjusting the dynamic levels of
individual instrument parts to assure that all parts are audible and an even, balanced texture is achieved. Our goal as orchestrators is to minimize the need for these dynamic adjustments so that
every instrument is clearly audible and free of conflicts between instruments with little effort by the performers. The end result will have a greater sense of cohesion, rather than sounding like a
pack of misfits all competing to be heard.
<p>The different factors that affect balance are as follows:</p>
<ol>
<li><i>Number of instruments playing the line</i>. The more players that are playing a given line, the louder and more powerful the line becomes. That being said, equal numbers of instruments of
equal weight in tone will produce an even balance. For example, two flutes playing a melody line in unison will balance evenly with two bassoons playing a bass line in unison.</li>
<li><i>Instrument's family</i>. As a general statement, brass and percussion instruments are the strongest members of the orchestra, then the strings, and then the woodwinds. Careful consideration
must be taken when balancing parts among the different families. It is often best to balance each family within itself to achieve an even balance in the whole orchestra.</li>
<li><i>Instrument's register</i>. The quality of tone and degree of weight varies greatly depending on the instrument's register. It is very important to understand these differences to properly
balance textures. Refer to the range charts given in the "Overview of Orchestral Groups"</li>
<li><i>Vertical relationship to the other parts</i>. The top line of a texture is the easiest to hear, the bottom line is the next easiest, and the middle voices are the most difficult.</li>
<li><i>Space between parts</i>. The farther apart voices are from each other, the easier it is to discern them from one another.</li>
<li><i>Degree of movement</i>. The more a part moves, the more it sticks out within a texture. The less a part moves, the more it fades into the background.</li>
<li><i>Dynamics</i>. Although, balance through instrumentation is commonly the best approach, certain instances call for instruments to play at different dynamic levels. Suppose you want to have your
first violinist stand up and take a solo. You would likely want to have the orchestra playing two dynamic shades lower than the first violinist so as not to drown him/her out.</li>
</ol>
<h2>Blending</h2>
One of the most interesting aspects of orchestration is the blending of timbres. Just as an artist mixes paints to produce different shades of color, an orchestrator blends timbres to produce
different shades of sound. With the sheer number of instrument and articulation combinations, the possibilities for different timbres are virtually infinite. As an orchestrator, it is your job to
experiment with all these different combinations and discover the ones that best suit the music you are orchestrating.
<p>It is important to understand that the more instruments you have playing a given line, the less colorful the line becomes, but with loss of color comes gain in power. As you begin blending
timbres, there are a few different factors that tend to produce better results:</p>
<ol>
<li>When the instruments are in the same family and even more so in the same subgroup (e.g. single-reeds).</li>
<li>When the instruments are evenly balanced with each other (e.g. 1 trumpet playing <i>f</i> = 2 french horns playing <i>f</i>).</li>
<li>When the instruments play adjacent voices.</li>
<li>When the instruments play parts that are similar to each other, especially in articulation.</li>
<li>When none of the timbres attract more attention than the others.</li>
<li>When the intervals between the instruments remain relatively consistent.</li>
</ol>
<h2>Function</h2>
A major part of making decisions when it comes to balance and blending is function. It is important to understand how a given line functions in relation to all the other parts. For this purpose, we
can break it down into three different functions from greatest to least importance: melody, bass, and accompaniment. The following methods can be used to help maintain a clear function throughout
your arrangement:
<ul>
<li>Melody</li>
<li class="c2">
<ul>
<li>Keep line on top of the texture</li>
<li>Double on the unison or in octaves</li>
<li>Use instruments with greater strength</li>
<li>Use the more powerful registers</li>
<li>Use louder dynamic markings</li>
</ul>
</li>
<li>Bass</li>
<li class="c2">
<ul>
<li>Keep line on the bottom of the texture</li>
<li>Double on the unison or in octaves</li>
<li>Use instruments with powerful low registers</li>
<li>Use louder dynamic markings</li>
</ul>
</li>
<li>Accompaniment</li>
<li class="c2">
<ul>
<li>Keep lines in the middle of the texture</li>
<li>Use less doubling</li>
<li>Use instruments with lesser strength</li>
<li>Use the weaker registers</li>
<li>Use instruments of similar timbres</li>
<li>Use softer dynamic markings</li>
</ul>
</li>
</ul>
<h1>Suggested Listening</h1>
Ravel, Rimsky-Korsakov, Stravinsky, & Bernard Hermann were all master orchestrators. Listen to the following orchestral pieces, and if possible, follow along with the orchestral scores.
<ul>
<li>Ravel - "Bol&#233;ro"</li>
<li class="c2">
<ul>
<li>Listen to how the orchestral texture grows as the melody is passed from solo instruments to groups of instruments to the full orchestra.
<div class="c1"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/b3J2_EOHBI4&hl=en_US&fs=1&">
<param name="allowFullScreen" value="true">
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<embed src="http://www.youtube.com/v/b3J2_EOHBI4&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height=
"344"></object><br>
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/ggsCw4i0S-U&hl=en_US&fs=1&">
<param name="allowFullScreen" value="true">
<param name="allowscriptaccess" value="always">
<embed src="http://www.youtube.com/v/ggsCw4i0S-U&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height=
"344"></object></div>
</li>
</ul>
</li>
<li>Rimsky-Korsakov - "Capriccio espagnol"</li>
<li class="c2">
<ul>
<li>Listen to how clear and unobstructed all the parts are. Pay attention to his doublings and use of percussion.
<div class="c1"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/A0jovaxJ4is&hl=en_US&fs=1&">
<param name="allowFullScreen" value="true">
<param name="allowscriptaccess" value="always">
<embed src="http://www.youtube.com/v/A0jovaxJ4is&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height=
"344"></object><br>
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/STAJb5FoVBc&hl=en_US&fs=1&">
<param name="allowFullScreen" value="true">
<param name="allowscriptaccess" value="always">
<embed src="http://www.youtube.com/v/STAJb5FoVBc&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height=
"344"></object></div>
</li>
</ul>
</li>
<li>Stravinsky - "The Rite of Spring"</li>
<li class="c2">
<ul>
<li>Listen to how he is experimenting with the woodwind range extremes in the opening. As the piece progresses, listen to how many different sounds he is able to extract from the orchestra through
blending.</li>
<li class="c2">
<div class="c1"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/9uMfXh4OOx8&hl=en_US&fs=1&">
<param name="allowFullScreen" value="true">
<param name="allowscriptaccess" value="always">
<embed src="http://www.youtube.com/v/9uMfXh4OOx8&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height=
"344"></object><br>
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Nwt4DdsFL70&hl=en_US&fs=1&">
<param name="allowFullScreen" value="true">
<param name="allowscriptaccess" value="always">
<embed src="http://www.youtube.com/v/Nwt4DdsFL70&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height=
"344"></object><br>
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/SagTt5F3mY0&hl=en_US&fs=1&">
<param name="allowFullScreen" value="true">
<param name="allowscriptaccess" value="always">
<embed src="http://www.youtube.com/v/SagTt5F3mY0&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height=
"344"></object></div>
</li>
</ul>
</li>
<li>Bernard Hermann - "Scene D'Amour" from Vertigo & "The Death Hunt" from <i>On Dangerous Ground</i></li>
<li class="c2">
<ul>
<li>Listen to the expressive power of the strings. Also, pay close attention to his choices in instrumentation in terms of function (i.e. melody, accompaniment, and bass)</li>
<li class="c2">
<div class="c1"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/eWKu78ztvkY&hl=en_US&fs=1&">
<param name="allowFullScreen" value="true">
<param name="allowscriptaccess" value="always">
<embed src="http://www.youtube.com/v/eWKu78ztvkY&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height=
"344"></object></div>
</li>
</ul>
</li>
</ul>
<h1>Closing Thoughts</h1>
Although there are many different techniques to achieve favorable results when it comes to orchestration, there are no rules set in stone. Sometimes the best moments are those when the rules are
broken. For example, the opening of Stravinsky's "The Rite of Spring" is a bassoon solo played at the very top of the bassoon's range that has a plaintive, almost piercing quality to it. Most
orchestrators would never dare give that part to a bassoon, especially not at the very beginning of the ballet. But that is what makes the music so great and innovative is that he took chances and
broke the rules, and it paid off. At the premiere, the music had such a profound effect on the audience that a riot broke out in the concert hall!
<p>Some other things you can do to become a better orchestrator are:</p>
<ul>
<li><i>Learn as much as possible about each instrument</i>. The more you know about each of the different instruments, the more comfortable you will feel giving parts to them. Get to know some
orchestral musicians. They know more about their instruments than anyone else and can provide you with a wealth of invaluable knowledge.</li>
<li><i>Read books on orchestration</i>. The purpose of this article is to be a crash course in orchestration and was by no means meant to cover all the topics associated with orchestration. Go to
your local library and check out some books on orchestration.</li>
<li><i>Practice and experiment</i>. There is no substitute for experience, so don't be afraid to try new things. Even if the results are not as favorable as you had hoped, you're learning. Over time
you'll develop an arsenal of techniques that you can use to achieve any hue of exp<b></b>ressi&#111;n you desire.</li>
</ul>
Stravinsky has been quoted for coining the phrase, "Good composers borrow, great composers steal." Even if you try your hardest to sound exactly like someone else, you'll only end up sounding like
yourself trying to sound like that person. No matter what you do, you'll always sound like yourself, so why worry about it? Steal away! They've already done a lot of the hard work for you, so take
advantage.
<p>Furthermore, if you're going to steal, steal from the best. Why would you ever want to steal from an average composer? It's only going to make your music sound average. Steal from the best, and
your music will reflect that.</p>
<p>Orchestration may seem intimidating at first, but the more you do it, the better you will get at it. The orchestra can be the most versatile medium you will ever use, so spend time to get
comfortable with it. Leonard Bernstein said it best in his 1958 broadcast of his <i>Young People's Concerts</i> series, "The right music played by the right instruments at the right time in the right
combination: that's good orchestration."</p>
<hr>
<h3>References:</h3>
<ul>
<li>Rimsky-Korsakov, N. (1912). <i>Principles of Orchestration</i>. New York, NY: Dover Publications.</li>
<li>Berlioz, H. (1855). <i>A Treatise on Modern Instrumentation and Orchestration</i>. New York, NY: Novello, Ewer and Co.</li>
<li>Blatter, A. (1997). <i>Instrumentation and Arranging: Second Edition</i>. New York, NY: Schirmer Books.</li>
<li>Shatzkin, M. (1993). <i>Writing for the Orchestra: An Introduction to Orchestration</i>. Englewood Cliffs, NJ: Prentice-Hall, Inc.</li>
<li>Bruner, T. (1988). <i>Basic Concepts of Arranging and Orchestrating Music</i>. Pacific, MO: Mel Bay Publications, Inc.</li>
<li>Holm-Hudson, K. (2004). <i>Guide to Instrumentation and Arranging</i>. Lexington, KY: University of Kentucky.</li>
<li>Leonard Bernstein -- <i>Young People's Concerts</i>. Retrieved November 12, 2009 from <a href="http://www.leonardbernstein.com/ypc_script_what_is_orchestration.htm">Leonard Bernstein's Official
Website</a></li>
</ul>

]]></description>
		<pubDate>Mon, 07 Dec 2009 17:09:58 +0000</pubDate>
		<guid isPermaLink="false">6f350848b6612b5249daaa73cec0189b</guid>
	</item>
	<item>
		<title>Improving Communication With Your Sound Designe...</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/improving-communication-with-your-sound-designer-part-2-r2487</link>
		<description><![CDATA[

<p>In <a href="http://www.gamedev.net/reference/music/features/audiocommunications1/">Part 1</a> of &#8220;Improving Communication With Your Sound Designer&#8221;, we explored the tools of the trade,
the processes of production and ways to talk tech with your sound designer/composer. This article will get more into ways to discuss creative concepts and changes based upon Audio Tools,
Samples/Instruments and Creative Structures.</p>
<p>Anyone who knows the SomaTone Interactive Audio team knows how dedicated we are to good communication with our clients and team members. Our company culture is built on the belief that valuable,
consistent & effective communication creates outstanding creative products and relationships. Since we are a team of creative designers (taking our clients vision and turning them into sounds),
it is imperative for us to have sophisticated communication tools. (I personally am a self proclaimed communication junkie. Having spent 6 years training with leadership/communication training
experts Landmark Education, 2 years certifying as a Neuro Linguistic Practitioner and 2 years in Laban Movement Analysis Training, I am always seeking better ways to communicate abstract ideas).
Having refined a toolbox of useful communication techniques for the creative industry, I will share a few valuable ones we use often with our clients and each other to provide the best audio we
can.</p>
<h1>Creative Communication</h1>
<p>We have organized all Creative Conversations into one of 4 categories:</p>
<ol>
<li><b>Tool Based:</b> Discussing creative design that would take place at a tool based level: i.e. EQ, Effects, Volume, Pan, etc</li>
<li><b>Sample/Instrument Based:</b> Discussing creative design that would take place at the sample (or instrument) level: i.e. &#8211; sound effect recordings, instrument choices, tuning, etc.</li>
<li><b>Structural Based:</b> Discussing creative design that would take place at the organizational level: i.e. &#8211; structure of song, layers of sound effects, layering of the instruments,
phrasing, etc</li>
<li><b>Concept Based:</b> Discussing creative design that takes place at the concept level: over all vision, textures of sound effects, textures of music, abstract discussions of creative vision,
etc. (This will be covered in a future article as it is a big topic and one worth exploring in rich detail).</li>
</ol>
We often find Producers at differing levels of adeptness in discussing the different types of conversations that all make up the final creative product: Tool, Sample, Structure, Concept (TSSC).
However, most Producers seam to believe that they are supposed to provide the concept and the audio professional provides the rest. Now, that is fine when you are so in sync with you audio
professional that you can just say &#8220;Make it breathe!&#8221; and s/he comes up with exactly what you were thinking about. This is rare, and mainly because we all have our own individual maps of
the world including what it means to make something &#8220;Breathe&#8221;.
<p>Let me give you an example:</p>
<p>Here are some of the funnier comments we have heard over the years of Producers trying to explain their vision for a sound:</p>
<p>&#8220;Make it sound like it is going home.&#8221;<br>
&#8220;There is a fine line between fire and cheese.&#8221;<br>
&#8220;Could it sound&#8230; &#8230;Well&#8230; &#8230;different?&#8221;<br>
&#8220;It&#8217;s gotta have more, um, ya know, and less, well, ya know what I mean?&#8221;<br>
&#8220;We want this sound to be like &#8216;Ahhhhhh!&#8217;. But no one has to scream, in fact it is not a voice, it should be more like a stone."</p>
<p>And our favorite: &#8220;I know what I don&#8217;t like&#8221; (sometimes this is useful but needs to be supported by knowing what you do like)</p>
<p>We will protect the innocent by not naming any names!</p>
<p>So let&#8217;s take a look at some of the ways we can break down the Audio Design Communication Tool Box known as TSSC</p>
<h1>Tools</h1>
<p>The tools all audio designers use, to some degree, are similar and in many ways variations of each other. We will focus on the most widely used and the most likely necessary for you to know about
to help make valuable suggestions.</p>
<h2>EQ</h2>
<p>Just like you adjust the knobs or sliders in your car, so can the audio designer adjust the EQ on their system. EQ is short for Equalizer (although no one seems to use that term anymore) and it is
an adjustment of the frequencies in the full audio/hearing spectrum. EQ can both be adjusted to the final mix (what audio engineers call the 2-track, mix down, final print, the bounce, etc), and to
the individual sounds/instruments. Although EQ can get detailed and complex, we will divide up the EQ spectrum into 3 parts: Low End, Mid Range and High End. If you just know those terms, in can make
a world of difference in communicating about the EQ changes:</p>
<ol>
<li>Low End &#8211; as the name suggests is the part of the audio spectrum (on either an individual instrument or final mix) that deals with all the low thuds: i.e. kick drum, bass, low orchestra
strings (bass), timpani, etc. It is important to note that each instrument might have representation in the different audio spectrums: i.e. &#8211; a kick drum&#8217;s thud is in the low end, while
the snap of the kick on the head is in the mid range spectrum. To communicate effectively with you audio designer, it is not important for you to know the specifics of where everything is in the EQ
spectrum (that&#8217;s what we learn for years and years!), but just the general areas (which are usually intuitive).</li>
<li>Mid Range &#8211; again as the name suggest this is the middle of the EQ range usually containing pianos, guitars, violas, clarinets, etc. (remember that bass and other instruments will have some
representation here, but will be more heavily represented in other areas of the EQ spectrum). This is the area that can get the most &#8220;muddy&#8221;. If a mix sounds too cluttered, or heavy, too
many instruments might be representing themselves in the mid range.</li>
<li>High End &#8211; Also as the name suggests, this is where all the high frequencies sit: i.e. &#8211; flutes, piccolos, high octaves on any instrument (the high keys on a piano, the high strings
on a guitar), etc. If an instrument or mix is not bright enough (or too bright), this might be an area of the EQ spectrum to address.</li>
</ol>
Common areas that often come up in feedback:
<ul>
<li>Brightness &#8211; Perhaps an instrument needs to be brightened up to hear it better, or the overall mix needs to be brighter so that it seams &#8220;clearer&#8221; (another word often associated
with the high end of the EQ spectrum)</li>
<li>Muddy &#8211; Perhaps there is too much going on in the mid range of an instrument or final mix and it sounds &#8220;bulgy&#8221; or &#8220;fat&#8221;. If something feels like it is taking up too
much space in the music sonically, it is often in the mid range.</li>
<li>Warmth/Hallow &#8211; if there is not enough mid range, it might feel as if the middle is dropped out. That is because the mid range gives the warmth of each instrument and often the
&#8220;body&#8221; or textures that are pleasing to the ear. Too much will sound bulgy/muddy and too little will sound hallow or bodiless.</li>
<li>Boomey or Heavy &#8211; this is often a description when there is too much low end in the instrument or mix. Perhaps the low end of the drums are just too loud, thumping away. Or the bass is too
fat and boomey. This is likely to be addressed by the Low End.</li>
<li>No Bottom &#8211; when there is no bottom you feel like there are no legs for the music to stand on. There is no weight to the audio and it has no impact in the low audio spectrum.</li>
</ul>
These 8 terms around EQ will be able to translate any conversation or change requested to your audio professional.
<h2>Effects</h2>
<p>These are a bit easier then EQ (which is really the most complex of all the tools):</p>
<h3>Reverb</h3>
<p>This creates the echoey feel of being in an environment like a hall, theater, bathroom, studio, outside, etc. This effect is always added to the individual instruments (not to the final mix
&#8211; although too much reverb on all the instruments will make the final mix sound very &#8220;reverby&#8221;). Key terms and their related effect are:</p>
<ul>
<li>Wet &#8211; this means there is a lot of the effect on the instrument (or the overall mix can sound too wet)</li>
<li>Dry &#8211; not enough reverb is on the instrument and the instrument sounds too natural</li>
<li>Depth &#8211; Reverb often gives the spatial perception that there is depth to the instrument, or distance between the listener and the instrument. Sometime you prefer more or less depth</li>
</ul>
<h3>Delay</h3>
<p>This simply takes the sounds and repeats it again and again and again and&#8230;</p>
<ul>
<li>Wet and Dry are used in the same way here</li>
<li>Faster or slower &#8211; the delay can go faster or slower and usually should be in sync with the tempo of the piece</li>
<li>Sync/Out of Sync &#8211; The delay will usually sync to the overall tempo and give you each repetition in time with the song. If it is not, it is &#8220;out of sync&#8221;</li>
</ul>
<h2>Volume and Pan</h2>
<p>Volume and Pan are the most simplistic of the tools used to change the sound, but often overlooked.</p>
<h3>Volume</h3>
<p>It is often easy to identify an instrument that is too loud (or too soft), but volume can also be used to reduce an overly-complicated piece of music, bring the melody more to the forefront, or
help sculpt a sound effect better. Volume will give more or less presence to something (depending on whether it is loud or soft). Words and phrases like: "subtle", "bold", "in your face", "off in the
distance", "closer/further away" &#8211; are all related to volume changes.</p>
<h3>Pan</h3>
<p>This is the location in the stereo field of an instrument or sound effect. Often forgotten or ignored, this is a powerful tool that (especially combined with volume) can cause a sound to feel like
it is moving. This is a great way to create &#8220;perspective&#8221;, &#8220;movement&#8221;, &#8220;position&#8221; or &#8220;change&#8221; (all words that relate to pan). For those of you that
work in Surround, this is a must to explore.</p>
<h1>Sample/Instrument</h1>
<p>This is where music and sound effects diverge a bit, so we will discuss them separately.</p>
<h2>Music</h2>
<p>The instrument level discussions are incredibly important. This is the raw input you will be using to build your final product. Without the understanding of how to communicate your desires at this
level, your composer might fundamentally start in a different direction then your vision.</p>
<ol>
<li>Instrument selection &#8211; knowing your instruments and what sounds they make is vital. What instrument do you request when you want western music? (Dobro, Fiddle and Harmonica) How about
Hawaiian? (Lap Steel, Ukelele and Stringed Bass) Relying on your composer to know these instruments is fine, but it is to your advantage to understand the layers and how these instruments work in
each style of music. How about orchestral? (there can be hundreds of instruments). Or in a cinematic/film score &#8211; this could be any combination of orchestral instruments with modern
instruments&#8230; Approaching your composer with a sense of what you like and dislike in the style of music you are trying to get is very helpful. (Note: Also, a good understanding of musical genres
is important here. Asking for electronic music is too vague. There are hundreds of styles of electronic music. Knowing whether you want Downtempo, Break Beat, House, Electro, etc. is very helpful.
This goes for all other genres too. There are lots of sub genres in every genre. Spending a couple evenings going through iTunes and listening to the different radio stations (which are clearly
labeled by Genre and sub genre), while trying to clearly identify what instrument is doing what, will do wonders for your ability to communicate about the music.)</li>
<li>Performance &#8211; another part that makes up the instrument category is the performance of the musician. Sometimes the musician is your composer, sometimes the composer is producing other
musicians. The performance of the individual instrument is key to a good sounding piece of music</li>
<li>Instrument/Sample Quality &#8211; the instruments/samples used for each recording should be the best available or to your liking. Although you do not have to know the difference in the quality of
a Martin Guitar versus a Gibson Guitar, (or a Les Paul versus a Fender), if the quality of the instrument does not work for you, that should be individually addressed.</li>
</ol>
<h2>Sound Effects</h2>
<p>A sound designer is using a very different type of sample building process. This will fit into one of three categories:</p>
<ol>
<li>Organic Sample &#8211; this is a recording of an organic, real life sound: i.e. &#8211; Footsteps on gravel, door closing, explosions, etc.</li>
<li>Synthesized Sound &#8211; sound generated from a synthesizer (virtual or hardware). In case you are not fully hip on today&#8217;s sound design tools, many are virtual and are highly
sophisticated sound generating engines with all sorts of complex synthesis going on. Few sound designers are still using physical hardware. These virtual synthesizers are called Virtual Instruments
or sometimes Plug Ins.</li>
<li>Hybrid &#8211; since the Virtual Synthesizers need a source of sound, sometimes they use a fully synthesized sound generator, or they can take the organic recording and process it through its
synthesizer engine to create an entirely morphed creation. i.e. taking a recording of a cow mooing, and processing it through a virtual synthesizer (by slowing it down, pitch shifting it way down and
adding some synthesis magic to it) can give you a ferocious roar of a demon creature.</li>
</ol>
Sound effects are often many layers of each type of sound and potentially heavily affected (with plugins or effects). Many times sound designers are using sounds that have nothing to do with the
actual use (i.e. &#8211; a roar of a lion might consist of a slowed down cow moo, a drawbridge closing and a large train rumble). Therefore, if you are trying to sculpt a sound effect and are working
on the &#8220;Sample/Instrument Level&#8221; to make changes, you might want to ask your sound designer what the layers (or effects) being used to make this sound are. Perhaps just a sample is not
working, where you might think the sound doesn&#8217;t work at all. In fact, many sound effect changes that go from &#8220;I hate it&#8221; to &#8220;I love it&#8221; might be quite subtle changes.
<h1>Structural</h1>
<p>Structural based discussions start to lead into the concept, but are still technical, so we separate them for purpose of thoroughness. These conversations are again different for music and
SFX:</p>
<h2>Music</h2>
<p>When music is being designed, each composer should be able to (not that they do) literally chart out the structure of the piece they are writing. Here are some important structural words you
should know to help sculpt changes to the music:</p>
<ul>
<li>Tempo - also called BPM, which stands for Beats Per Minute, is the speed or pulse at which the song is maintained. If you tap your foot to the beat, this is the Tempo/BPM. It is good to have a
vague idea of the BPM you are looking for (using words like up-tempo (BPM of 120+), mid tempo (100-119 BPM) and downtempo (80-99) are very useful for a composer. Note: these are not absolute
definitions, but are generally accepted.) Tempo can change in a song to pick up or slow down (tempo changes can create a very dynamic feel and are challenging to pull off well in a piece of
music).</li>
<li>Time Signature &#8211; how many beats in a measure. Usually 4 beats (like in a regular pop song), or sometimes 3 (like in a waltz - but sometimes used in popular music). There are others, but
much less encountered.</li>
<li>Bar/Measure &#8211; each bar of music contains 3 or 4 beats depending on the time signature (and something completely else if the time signature is different &#8211; this again, is rarely
encountered). To point to a particular Bar/Measure you want to address you can count from the beginning of the piece. (i.e. in bar 22, the saxophone is too loud.) Sometimes pointing out music based
on the time (mins and secs) is more convenient depending on how the music is being reviewed.</li>
<li>Melody &#8211; this is the hummable part of the song, always played with one note at a time. Usually this is very obvious and pronounced in the music, but sometimes melodies are subtle.</li>
<li>Harmony &#8211; these are the surrounding notes or chords to the melody (if there is no melody, it is all harmony). This is basically everything else working together to create the music.</li>
<li>Arrangement &#8211; this means two things: 1) the way the instruments are layered over each other, and 2) the way the song is played out linearly from beginning to end. Both of these uses are
incredibly important in discussing the music. To be more precise about which one you are talking about we say the &#8220;Instrument Arrangement&#8221; (referring to the layers of instruments making
up the song) or the &#8220;Song Arrangement&#8221; (referring to the sections and order of sections in the song).</li>
<li>Verse &#8211; the part of the song that contains a different melody each time it is played (and different lyrics if applicable)</li>
<li>Chorus &#8211; the part of the song that contains the same melody each time (and lyrics if applicable)</li>
<li>Bridge &#8211; different section than the Verse or Chorus, usually connects two choruses</li>
<li>Intro &#8211; the introduction to the song, or the build up to the verse</li>
<li>Outro &#8211; the end of the song, after the last chorus</li>
<li>A section &#8211; when there is no verse/chorus structure, we might refer to the first section as the &#8220;A&#8221; section. The second section will then be referred to as the &#8220;B&#8221;
section and the third as the &#8220;C&#8221; section (sometimes A means verse, B means chorus and C means Bridge)</li>
<li>Climax &#8211; the highest or most dramatic part of the song</li>
<li>Build &#8211; this is an area that will build to a climax or might build to a specific section</li>
<li>Tension/Release &#8211; this is a type of structure where one uses tense sections of music and then releases them into pleasing resolved parts &#8211; this helps bring drama but not make the
piece overly tense.</li>
<li>Call and Response &#8211; a style where the melody (or Rhythm) of one instrument will be reflected back by another instrument playing a similar melody (or Rhythm) sequentially (one after
another).</li>
</ul>
<h2>Sound Effects</h2>
<p>Structurally, sound effects can be found individually or in sequences. Although there is not much to say about the structure of sound effect design (the juicy stuff is in the concept phase). What
is important to note here is the way sound effect designers use layers. Often effects are layers of individual sound effects all working together to create a final sound or sequence. Teasing apart
the individual layers (or adjusting them with Volume, Pan, Effects, etc), can often make a difference when trying to revise an effect.</p>
<h1>Go Get Em!</h1>
<p>Armed with new tools, a deep perspective on creative design and a whole new world of being able to relate to your audio professionals, I look forward to hearing the audio you will create for your
games! Have fun! If you are interested in hearing the new soundtracks coming from the SomaTone Interactive Audio Team &#8211; check us out at <a href=
"http://www.somatone.com/">www.somatone.com</a>.</p>

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		<pubDate>Tue, 25 Mar 2008 11:39:59 +0000</pubDate>
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	<item>
		<title>Improving Communication with Your Sound Designe...</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/improving-communication-with-your-sound-designer-part-1-r2475</link>
		<description><![CDATA[

<p>There is a reason none of the guys at SomaTone Interactive Audio become professional Jazz musicians. What is it? I mean, after years and years of studying our instruments, jazz theory, classical
theory, Bill Evans, Miles Davis and practicing our brains out, why not become pro jazz guys? The common consensus around our studios: the jazz guys are in the corner always getting ignored. Why be
brilliantly ignored? Let&#8217;s make noise! So my question for you is do you treat audio or your audio designer for your game like he or she is a jazz musician? You would not believe how many sound
designers express this is how they feel &#8211; staff sound designers and production houses alike. Perhaps that is not your MO; and you actually love audio and think about it early on in your
projects. Perhaps you wake up at night thinking about the coolest melody line, musician or new virtual instrument that would impact the game perfectly! Or maybe that is just what we sound guys do.
Either way, the following article will suggest lots of ways to more deeply understand the world of your sound designer and communicate effectively, in his or her language to get the results you are
after, quickly and give your user the impression that audio got the attention it deserves.</p>
<p>One of my favorite teachers at Berklee College of Music used to always say, &#8220;The sum is made up of the parts! Pay attention to the parts and pieces from the beginning!&#8221; So let&#8217;s
explore the parts of audio that come together to make the whole experience. Some of you might be more experienced with working on music/audio, but if you are not familiar with the digital studio of
the new millennium &#8211; sequencers, virtual instruments and post production/composition lingo &#8211; you could still be in the dark when it comes to really communicating in ways that help the
sound designer translate your vision into sound.</p>
<p>To begin to clarify, the word Sound Designer, especially in the game industry, has somehow become the common term for the audio professional making the sound. However, in the audio world, a sound
designer is someone who is literally designing sounds. This means, most of the time, the sfx person (occasionally this could refer to someone designing sounds/textures for a composer &#8211; like
Trent Reznor&#8217;s sound designer who creates sounds/noises that he ends up composing with). Often in the <i>Advertising Industry</i> the term sound designer means both the sound effects person and
composer &#8211; mainly because in lots of commercials, it is hard to distinguish between general sound scapes as sfx or music. However, in the <i>game</i> industry, there is a clear distinction
between composers and sound designers. If you applied for a job at Lucas Arts as a sound designer, no one would expect you to come in with a guitar and start writing music.</p>
<p>So, when talking with your &#8220;Sound Designer&#8221; - if that is their job title in your company &#8211; that person is likely thinking about sound effects and music separately in both the
creation and integration &#8211; with distinctive language, tools and approaches to both.</p>
<p>This article will give you lots of tools to have effective conversations with your composer about technical changes. Stay tuned for the next article where I explore effective ways to discuss
creative content design, more tools and a deep breakdown of the process of music and SFX design.</p>
<h1>Tools of the Trade</h1>
<p>is so good these days, that you only need 2 computers (at most, some guys can just get away with one), a bunch of software and maybe a great microphone. From this setup one can compose a full
orchestra or make a movie sound like a movie (including the score and sfx). Usually you will see a Mac & a PC (or just one or the other), a small keyboard controller, a nice desk, a set of good
pro speakers (one of the most important parts of the studio &#8211; <i>don&#8217;t forget the sub woofer!</i>), some sort of acoustical treatment to make the room &#8220;mix&#8221; ready (maybe a
little tracking room to record live instruments/VO), and a refrigerator to keep the audio specialist up all night for your projects, which has crazy deadlines. Yes, there are some guys who love to
have more &#8211; a real piano, a nice tracking room, a cushy client coach, etc., but those are really unnecessary frills to get the job done in games. These studios/work stations are commonly
referred to as DAW&#8217;s &#8211; Digital Audio Work Stations.</p>
<p>One main tool your sound designer and composer will use is a sequencer or audio design software. The industry standard is ProTools and Logic. Logic only runs on a Mac and after years of using
ProTools, it is a general consensus that you want to be running that on a Mac as well. This means your audio specialist is likely to be a Mac user! Be sensitive to that as we Mac users realize that
everyone else in the business world uses a PC! (Especially since we create audio for games that are mostly PC based). Obviously your audio specialist must know a PC well also. Some audio
professionals chose to work solely on a PC (especially when they specialize in game audio) because games are mainly created on and for PC users or PC platforms. If they are mainly PC users, they may
use a program called Cubase (this seems to be the PC software of choice &#8211; although some use Sonar or other programs). You don&#8217;t need to know the details of the programs, but this way you
are familiar with their tools. There are some additional specialty programs - like we use Peak (on the Mac) to master all our audio at SomaTone (some use Sound Forge on the PC &#8211; we will discuss
mastering later), Ableton Live for loops and Virtual Instrument hosting (or Acid on the PC &#8211; we will discuss virtual instruments later) and Reason is a popular program for some audio
professionals. Amedeus is a great editing tool and can convert to OGG files efficiently. All these extra tools are just for your knowledge to understand that the audio professional needs several
tools to get the job done.</p>
<h1>Steps to Creating Audio</h1>
<p>Understanding the steps to production will help you isolate where a problem is coming from to help correct it:</p>
<p>For Sound Design:</p>
<ol>
<li>Pre Production</li>
<li>Recording Sounds</li>
<li>Editing & Sound Sculpting</li>
<li>Mixing</li>
<li>Delivery</li>
</ol>
For Composers:
<ol>
<li>Pre Production</li>
<li>Writing</li>
<li>Recording</li>
<li>Editing/Mixing</li>
<li>Mastering</li>
</ol>
Although some of these steps have the same name, many are very different for the composer and the sound designer.
<h2>Sound Designer</h2>
<h3>Pre Production</h3>
<p>This is where the creative conversations take place (we will talk about effective creative conversations in the next article), reference material is found (this is a great time to reference
another film, game or project that contains sound design that you like or dislike), integration and audio engine considerations take place here as well.</p>
<h3>Recording Sounds</h3>
<p>The sound designer might need to (or choose to) record original sounds for a palette they will use later. These are sometimes labeled Foley Sessions (sound effects sessions that are related to
materials being used to create sounds &#8211; footsteps, bags being hit together, rustling of clothing, smashing of things, anything you can think of can be recorded here.) Another option is to
purchase a massive library of pre-recorded sounds. Be aware that, a sound designer having purchased libraries does not make the sound design finished. A good sound designer will layer sounds, sculpt
sounds and use all sort of audio/editing tricks to get an appropriate sound for a game. At SomaTone, although we have an enormous library of digitized pre-recorded sounds, we still find ourselves
recording new material constantly to layer it over existing material.</p>
<h3>Editing & Sound Sculpting</h3>
<p>This is where the sound design starts to come together. The sound designer will begin sculpting the sound, through editing features on his sequencer. They might use effects (like reverb, delay,
flangers, EQ), use fades/crossfades, layer many sounds on top of each other, take a pre-recorded sound and run it through a synthesizer to effect it, etc.</p>
<p>For example, the sound of a growl for an alien character in a game, might be (and there are an infinite amount of ways to make a sound &#8211; especially a non-organic/real one) a combination of a
dog growl, a metal door slamming together, stones rubbing together and a harsh synth tone. This is where the creativity of the sound designer really starts to make a difference in the quality of the
sounds. And there are many, many tricks that one can learn to make things come out like a sound that works for a game (like chaining effects together, time stretching/pitch shifting sounds or
processing in advanced synthesis engines like Csound, Kyma, Metasynth or Reaktor). It is pretty much an &#8220;anything goes&#8221; approach, but a good sound designer has a sense of what should be
layered in (both sounds and effects) to make a sound effective, clear and impactful. Good sound designers also know ahead of time what they are looking to hear and how they are going to roughly get
there &#8211; this eliminates endless additions or tweaking.</p>
<h3>Mixing</h3>
<p>The sound designer will then mix all the individual elements of the sound to give the final sound and, separately, each sound efx proportionally with the others in the game, to give an equal
balance from one sound to the next. These are simply volume (or referred to as Gain) adjustments.</p>
<h3>Delivery</h3>
<p>Once the sfx are mixed, the delivery of them should be kept at these levels and they need to be individually bounced out (keep reading for the definition of &#8220;bounced out&#8221;). This makes
it easier for the programmer to integrate them and keep a dynamic sound to the game (instead of &#8220;normalizing&#8221; all the sfx &#8211; a process of making each sound as loud as it can be). If
the sound designer is actually creating environment loops, they might choose to keep the &#8220;panning&#8221; (sound location in the 3-D space), or deliver a full looping file with all elements
integrated. Often the final files are called &#8220;bounced out&#8221; meaning they are put into a final form (.wav, mp3, or OGG format) that can be posted or emailed (versus still sitting in the
sequencer). Another term &#8220;2-track mix&#8221; means the final mix of the sound effect is in a 2 track form (this is your basic stereo track with a Left and Right channel &#8211; like a regular
musical CD). The &#8220;2 Track&#8221; is usually referred to when the sound effect track is continuous - versus the individual elements being delivered. Another common term is &#8220;Sound EFX
Stem&#8221; &#8211; this comes from the film industry where you have just the sound effect separately - versus having them mixed in with the music or dialogue. Sound EFX stem and 2 Track are
interchangeable &#8211; if you are only talking about the sfx (because some 2 Track mixes can have the music and dialogue &#8220;married&#8221; or mixed together.)</p>
<h2>Composers</h2>
<h3>Pre-Production</h3>
<p>This is where the creative conversations take place (we will talk about effective creative conversations later), reference material is found (this is a great time to reference another film, game
or project that contains a score that you like or dislike), integration and audio engine considerations take place here as well. In the film world, you would have a &#8220;spotting session&#8221;
here, which means the director and composer would get together and go through the whole film to pick out &#8220;cue points&#8221; &#8211; or places where the music should be synced to the film
edits/emotional content. This can be done for games as well &#8211; even though games are not linear, they can have some linear elements in the early discussions.</p>
<h3>Writing</h3>
<p>The composer will go to work writing early sketches of the music. Every composer will compose slightly differently, so I will not attempt to layer one process over everyone, but from a macro
scale, the composer will have at least two phases &#8211; 1) rough ideas or ideas in progress and 2) final compositions (&#8220;pre-mixed&#8221; or not mixed). Many composers are concerned about
giving rough or not finished compositions to producers for fear that they will not be able to hear the final musical vision from the rough sketch.</p>
<h3>Recording</h3>
<p>Once rough ideas are started (or if the composer likes to start immediately writing in their sequencer), recording the parts can begin.</p>
<p>Let me share about the writing/recording process a bit. The writing/recording process will often start with melodies, chords or drum beats (if a score is going to be really textural or out of the
norm, the writing process might start with a concept &#8211; i.e. banging on a piano to create a horror feel, etc). Then the composer begins to layer instruments in the sequencer on different
&#8220;tracks&#8221;. To explain what a &#8220;track&#8221; is, imagine a racetrack where several cars are all driving. However, each car is restricted to staying within their own lane. This is how a
track in the recording world works. You can have one track for guitar, then another track for bass, another track for vocals, and another track for drums. When you play all the tracks back
simultaneously, you get a fully orchestrated song. This is why it makes it possible for one composer to play and record all these different instruments separately and then play them back together.
Tracks in the DAW are limitless &#8211; for the most part. So you can have 80 tracks if you have 80 different instruments in the orchestra all playing at the same time and recorded on a separate
track.</p>
<p>In the cave man days, we had <i>real</i> instruments :) Now a days, we have samplers that trigger <i>recordings</i> of real instruments. And if you have amassed a good sample library of
instruments, you can have incredibly realistic sounding instruments from every corner of the world at your fingertips. Sprinkle in some good &#8220;programming&#8221; (this is what it is called when
a composer plays an instrument, like a flute, on a keyboard) chops and you can create incredibly realistic sounding orchestras, world compositions and beautiful scores. If you are still a skeptic of
the quality of sampled instruments go check out &#8220;Ivory&#8221; from Synthology or Symphonic Choirs from East West. These samplers will knock your socks off. If your composer is using cheap or
bad samples this will show up by the piece sounding too &#8220;midi&#8221;, &#8220;fake&#8221;, &#8220;synthesized&#8221; or cheap. Feel free to request better samples; there are incredible samples
out there for every instrument on Earth. Since composers should be constantly updating their sample libraries, or spending time creating them through recordings, this should be a major reason why you
chose to work with a composer or not. You will know right away by listening to the horns, pianos, strings, guitars, etc, if your composer is using high quality samples or not. The instruments should
sound like they are played by live players since most good sample libraries are recordings of live players now a days.</p>
<p>As the composer layers each track with new instruments, harmonies, melodies, etc, they are creating their final vision (or trying to find one, depending on how they like to write). We believe a
composer should have a clearly defined vision of what they are going for and should be able to clearly explain it, before they even start writing anything. This means you should be able to have
meaningful conversations with your composer about where they are headed (by meaningful I mean you should understand in non-musical terms what the result will be &#8211; we will look at this later as
this is a communication process in itself) at anytime during the creative process. If a composer has lost the vision, it is likely they are lost in general in their composition.</p>
<p>Some producers ask for initial sketches of music to make sure the music is headed in the right direction. A word of caution about this: often musicians are concerned that their finished work will
not be able to be envisioned by someone who isn&#8217;t them, or isn&#8217;t a composer.</p>
<p>Let me give you a personal example. When I compose, one of the mix engineers might stop in my studio to hear how things are going. I often get a funny look like &#8220;what are you doing
man?&#8221;, and then they leave confused. However, once I get all the parts I envision into the songs (with complex orchestral orchestrations, many times it can sound like nothing until all the
parts are playing together), they will come back in and totally get it! A sigh of relief will be given from them as they realize they just couldn&#8217;t hear the final vision from the initial
sketches. You and your composer will have to work out when the right time is to listen to early sketches, just remember that you cannot always hear the composer&#8217;s internal masterpiece in
initial sketches. But again, the composer should be able to clearly explain to you where they are going with the sketch.</p>
<h3>Editing/Mixing</h3>
<p>Once the basic instruments and parts are all put into the song, the composer will move into an editing/mixing stage. Cutting and pasting music like words in a word document, the composer will
begin to edit parts together or use editing tricks for a specific effect (often used in electronic music these days, i.e. &#8211; stutter or vocal edits).</p>
<p>The mix will begin coming together here as well. The mix is comprised of volume levels of all the instruments, the panning (3-D placement of an instrument in the sonic space), reverbs, delays, EQ,
flangers & special effects.</p>
<p>The mix is one of the most important and often overlooked components of a song. More often than not, a composer is not a mix engineer and will admit that their biggest weakness is in mixing their
music. The mix is where all the parts start to get shaped and molded together into a cohesive piece of music. Mixing involves a musical and technical understanding of compressors, reverbs, delays,
frequency response, EQ&#8217;s, special effects (phasers, flangers, etc.), the big picture, dynamics, automation, de-essers, limiters, expanders, etc. Most problems, mistakes and issues are created,
discovered and fixed in the mix. At SomaTone we have a dedicated multi-platinum mix engineer mixing everything that goes out the door. And it is night and day what comes in from our composers and
goes back out to the client &#8211; once run through a proper mix process.</p>
<p>Without getting too technical, let&#8217;s look at a few very important parts of the mix so that you can understand what to suggest instead of &#8220;it just seams too cloudy!&#8221;</p>
<p class="c1">Volume</p>
<p>One basic part of the mix is volume &#8211; some instruments will need to simply be made quieter or louder. BUT don&#8217;t forget that your composer has the ability to &#8220;ride&#8221; the
volume, or create dynamic changes in the music. The strings don&#8217;t need to sit static at the same volume through a passage &#8211; it is not either loud or soft. Expect and demand from your
composer that the mix sound DYNAMIC. This is one of the most forgotten parts of music from young composers. Keep the music and parts moving and create tension and release through the volume.</p>
<p class="c1">Pan</p>
<p>Pan is often overlooked too. This is where an instrument is placed in the stereo field. You will be amazed how much space opens up in music when instruments are properly panned in the sonic space.
Imagine a jazz trio all standing in the same place trying to play. It would sound &#8220;crowded&#8221;, because it is! If the music/mix sounds crowded, or too much, all happening at once, it could
be improper panning (although it could be too much playing per instrument also). Also, panning can help separate frequencies that are all competing for space. If a mix is too muddy try requesting the
panning be addressed a little more.</p>
<p class="c1">EQ</p>
<p>This is a secret weapon among mix engineers. A good EQ job can make a world of difference. Make sure that different instruments are not competing for the same frequency space. Make sure that
instruments containing lots of mids and highs (in the frequency spectrum) like guitar and piano, are &#8220;rolled off&#8221; or have no or little low end competing with the bass. If your mix sounds
muddy, or two bright/harsh, this is the area you want to recommend your composer address.</p>
<p class="c1">Effects</p>
<p>Reverb and Delay are two common effects in music. Reverb gives you the spatial relationship that the instrument has to the room it is in (reverb is actually just a long delay repeated very
closely). If you want a dry violin sample to sound like it is in a cathedral, crank up the reverb (or use a little delay). Of course too much is described as sounding &#8220;wet&#8221;. If you feel
the mix needs more dimensionality perhaps individual instruments need more reverb (or delay depending on the type of music). Or if the mix feels too loose and sloppy sounding, it might need less
reverb to tighten up the cohesion of the instruments working together.</p>
<p class="c1">Compressors</p>
<p>Compressors work to stabilize the sound in the sonic space, by making it not have as much of a dynamic range (in this instance, sometimes you want to reduce the dynamic range to cause the sound to
feel more controlled). If a sound is too wild, or too dynamic, using a compressor will help reel it in.</p>
<h3>Mastering</h3>
<p>Does you composer hand in fully mastered recordings? If not, they should be! Mastering is a process of taking the final mixed 2 Track (or music composition) and running it through one more stage
of audio processing. This stage of audio processing will usually contain: multi band compression (to restrain the dynamic edges of the mixed tracks a bit), limiting (squeezing the music to the
loudest point before distortion &#8211; this also removes some of the dynamic range) and perhaps a bit of EQ to adjust any levels for the whole track. This stage is what gives it that &#8220;radio
quality&#8221;.</p>
<p>When you sit in your car and tweak the knobs on the EQ, you are mastering (or affecting the master recording) the song in your car (of course the song on the radio has already been mastered
professionally!). You will notice that each time you mix and then master (or use a compression stage) you are limiting the dynamics of the piece. In order to properly get a professional sound and
keep the dynamics of the piece (so it doesn&#8217;t just sound flat dynamically), the mixer/mastering engineer must really know what they are doing. If your composer is not handing in mastered
tracks, you will know it because it will sound weak when played against a reference piece of music in the same genre. Also, it will be quieter then other pieces of music played at the same volume on
your stereo or computer.</p>
<h1>Next Time</h1>
<p>This gives you lots of tools to have effective conversations with your composer about technical changes. Stay tuned for the <a href=
"http://www.gamedev.net/reference/music/features/audiocommunications2/">next article</a> where I explore effective ways to discuss creative content design, more tools and a deep breakdown of the
process of music and SFX design. Until then!</p>

]]></description>
		<pubDate>Mon, 17 Mar 2008 11:43:03 +0000</pubDate>
		<guid isPermaLink="false">ebea2325dc670423afe9a1f4d9d1aef5</guid>
	</item>
	<item>
		<title>Bigger Than Big: The Game Audio Explosion</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/bigger-than-big-the-game-audio-explosion-r2317</link>
		<description><![CDATA[

<h1>I. Far Beyond Bleeps and Loops</h1>
<p>The new console era is upon us. It has been met by developers everywhere with great anticipation, promise, &hellip;and yet, reluctance. Programmers have spent a large portion of the past decade
squeezing every last bit of potential from our PS2s, Xboxes and Gamecubes. Now, after tricking these machines into performing beyond their expectations, the shackles of technology have been lifted
yet again. But will the next generation consoles guarantee better audio?</p>
<p>No. We can certainly expect more audio due to an increase in available memory, and the ability to add additional content within BD-ROM and dual layer DVD-ROM formats. But what makes audio sound
good doesn't necessarily have anything to do with performance and delivery specs. Surely, our ability to manipulate audio will improve, but it will mean nothing if the content doesn't deliver. This
article focuses on sound creation, and will enable you to pave the way for effective and successful interactive game sound.</p>
<p>You have the ability to put the creative spark in motion and keep it moving regardless of which game format you are developing. Knowing and preparing your sound team as well as understanding the
processes through which they work, will ultimately help you to keep the audio on track, both artistically and financially.</p>
<h1>II. The Audio Team</h1>
<p>A few years back, I was scoring a short animated film. One of the animators for this film held a day job at a well-known entertainment company that had just released a CG movie about dinosaurs. I
asked him what he did on that project, to which he replied, "I did all the toenails."</p>
<p>I couldn't help but think of the army of people responsible for the teeth, eyes, scales, and so on. None-the-less, I saw the movie and it was visually stunning. Realistically, game budgets will
not allow for such an extravagant audio team, but it does illustrate a good principle: that your audio personnel have well-defined roles with which to focus their efforts. Collectively, your audio
will be that much better for it.</p>
<p>Game budgets once mandated that production costs stay low, so it wasn't unusual to find that one or two people produced all of a game's audio. Today, the stakes are much higher, and so are the
budgets. Consumer expectations have grown, requiring a movie-like experience within the confines of their homes. The interactive market has become a battlefield for franchise superiority. Bland,
over-used audio must not be the exposed link in the armor of any publisher or developer.</p>
<p>Whether you are using an in-house audio department or outsourcing the audio completely, it is important that individuals have well-defined roles that do not cross over into the other aspects of
sound production. If the Audio Director is splitting time as the Sound Designer, and the Sound Designer is also the Composer, you can be sure that none of these shared jobs will get the proper
attention they require. It is important to obtain a list of your entire audio team that breaks down the responsibilities of each member. Use your sound budget to fortify any areas in sound production
that need particular emphasis. We will discuss more on budgets later, but for now let's start at the beginning.</p>
<h1>III. Communicating the Vision: Pre-production</h1>
<h2>A. Early Bird Catches the Worm</h2>
<p>By their very nature, creative people are passionate about what they do. You shouldn't have difficulty finding the enthusiasm amongst your sound team. Yet this inherent motivation is not something
to be left without guidance. You will be doing your budget as well as your team's morale, a disservice by letting your sound team simply "have at it". When it comes time to add sound, the sound
designers have both an advantage and a disadvantage compared to the other production team members.</p>
<p>The advantage is, that by the time the game is ready for audio creation, the game has taken real shape and personality. This helps to guide the direction of the sound effects design. The
disadvantage is, that since the sound design is one of the last stages to be developed, previously fallen deadlines become the responsibility of the sound design team to make up. By bringing your
sound designers up to speed early, you can avoid costly third and fourth revisions.</p>
<h2>B. The Documents, Please!</h2>
<p>Giving the sound team the most recent build to play, only gives them a partial picture of the artistic direction of the game. The sound team, like the art department, must understand the
metamorphosis of the game's characters and landscapes.</p>
<p>To do this, compile a book or digital archive that chronologically depicts the artwork, from the earliest sketches to the final in-game representations. Arrange an in-depth meeting between the
sound designers, composer and the Art Director to discuss the game's development from an artistic standpoint. This will help your audio team create the proper palette of sounds in much the same way
an artist creates a palette of colors.</p>
<p>For story-driven games, distributing copies of the script will be necessary to illustrate the motivation and goal of the game. While this is critical for composers, the sound designers will
benefit by the added sense of immersion into the game.</p>
<p>Perhaps the best form of communicating the vision will come from the Game Designer. The game designer works tirelessly in his pursuit to create "the best game ever". He is never short of words
when describing the intent of the game. Though his work is creative, his methods are mostly technical. No one understands the abilities of the characters in such detail as the game designer, as the
great number of technical documents he produces will attest. These documents are invaluable to the audio team. By thoroughly examining level overviews and enemy specs, both sound designers and
composers can create complimentary aural depictions. Bosses that are slow but powerful, or enemies that are stealthy will be revealed in great detail within these documents, providing the backdrop
from which the sound designers can create.</p>
<h2>C. The Demos - Getting on the Same Page</h2>
<p>Once the above preproduction steps have been completed, it's time for the sound design team and composer to begin creating demos from game capture. Create three to four movies 60 to 90 seconds in
length from different levels in the game. Be sure to include the ambient portion prior to the action in order to hear the game shift from low to high levels of activity. However, this may not be
possible for some arcade style games.</p>
<p>Once the sound design and music are complete, a mix of all the audio content should be performed by the Sound Lead or Audio Director in either stereo, surround or both, and exported with the
movies for review.</p>
<p>It is important to have in place a team of reviewers that appropriately represent those who have creative input. These might include, but are not limited to, the Developing Producer, Publishing
Producer, Executive Producer, Associate Producer, Game Designer, Art Director, Audio Director and a franchise representative if applicable. A robust review team will help generate an accurate and
collective review. If changes in the demonstration audio are required and then subsequently agreed upon, your audio is ready for production.</p>
<h1>IV. Sound Design Production</h1>
<h2>A. Emotional Response to Sound</h2>
<p>From the beginning we have been programmed to respond to sound. A mother's voice, a church bell, or police sirens conjure an emotional response. Sounds help us to decipher the world around us.
They warn us of danger, call us to action and bring peace and tranquility to our lives. The more expressive the sound is, the greater our emotional response to it. Sound effects correctly placed in a
game should evoke this response while defining the environment, circumstance and personas on screen. Due to the random nature by which sounds are triggered in a game, they must effectively co-exist
without losing definition or character when multiple sounds occur in close proximity to each other. Let us examine some general observations in game sound design.</p>
<h2>B. Beware of Sonic Sludge!</h2>
<p>There is a finite amount of sound data that the ear can properly interpret before fatigue sets in. It is the role of the sound programmer or director to prioritize which sounds are most important
and at what times they are important. The sound designer on the other hand, must always create content that will be effective, regardless of the circumstances that exist at the time a sound is
played. Good sound effects should work well alone <i>and</i> in combination with many other sounds. This is a challenging task, but careful forethought and planning will produce a rich, dynamic and
satisfying interactive soundscape.</p>
<p>The key to preventing sonic fatigue is to create sound effects that vary in volume and frequency in relation to each other. A single sound effect that is loud and contains equal amounts of low,
middle and high frequencies may be effective when played alone, but if all the sound effects are loud and contain a similar frequency spectrum, it becomes difficult to decipher one sound from the
next.</p>
<p>In most cases, the sound designer delivers the sounds at a reasonably loud volume, to allow the audio director or programmer to appropriately mix those sounds into the game, setting the playback
volume for each sound. However, it is the job of the sound designer to emphasize different frequencies according to the requirements of each sound. To do this, the designer must know which sounds are
likely to be played together at any given time, then selectively decide which sounds will emphasize specific frequencies. Higher frequencies provide detail. Upper middle frequencies provide presence,
while lower frequencies depict power or energy. Too much emphasis on high and upper-middle frequencies will lead to fatigue, while too many sounds containing lower or sub frequencies, will become
muddy and detract from the overall detail of the sound design. The goal is to create individual sounds that do not compete, but compliment. With this in mind, the sound designer must appropriately
focus on the frequencies that will best suit each sound effect. This process essentially carves out any unnecessary sound space to allow additional room for other sound effects to be heard. When
volumes and frequencies are selectively assigned, the sound effects will breathe and compliment each other regardless of when they play.</p>
<h2>C. Pacing - Building Toward Climactic Moments</h2>
<p>Now let's examine the sound design from the "Big Picture" perspective. Game and level design documents will provide the structure of the game in terms of moments of emphasis. Generally, these
structures take the form of peaks and valleys that convey changes in difficulty as the game progresses. Usually, the peaks represent a boss fight, though not necessarily so. When examined as a whole,
the sound design should appropriately compliment these arching structures, and allow, from a sound perspective, a sense of building toward these peak moments. If the sound designer has examined the
enemies and situations thoroughly, the overall sound design will naturally fall into place, appropriately following the peaks and valleys within the game. However, if for example, minions sound as
powerful as bosses, some adjustment will be necessary to bring down the emphasis of these weaker and less difficult enemies. By not doing so will result in sound design that <i>does not</i> match the
arching pattern of the game. To put it simply, there can be "too much of a good thing". Let's now look at the specific areas of game sound design.</p>
<h2>D. Ambience - Defining Environments Through Sound</h2>
<p>Initially, ambient sound should effectively portray the setting, location and time frame of the game or its various levels. For instance, percussion and double reed music, a multitude of bartering
voices and distant clanking iron would suggest a medieval marketplace. As the game progresses the role of the ambient sound is to support the circumstances with which the player is involved. Does the
sound within the environment evoke danger or safety? Activity or inactivity? Conversely, ambience can be used to deceive the player through suggesting a false circumstance, such as creating a sense
of calm before an ambush. Under all these conditions, good ambient sound should portray a <i>living</i> environment.</p>
<p>The psychological impact of ambient sounds can add much to the onscreen imagery, though not physically present in the scenery. For instance a distant, sustained cry of an infant suggests
vulnerability or insecurity. A broken fence rattling in the wind of an abandoned city, suggests to the player a previous traumatic event. These are subtle examples used to arouse awareness in the
player. More obvious sounds should be used to cue the player of his direct proximity to danger. Dark drones or muffled enemy vocalizations will prepare the player for fierce combat ahead. Fear,
anticipation and anxiety are easily evoked by the careful placement of ambient sounds.</p>
<h2>E. Impacts and Destruction - Breathing Death into the Non-living</h2>
<p>Early on, comic books depicted the sound of the action scenes through the use of words that sonically mimicked the action. Over time, words like "thud" "pow" and "zap" lost their effectiveness.
Comic book writers had to jog their imaginations to express sounds in more creative and exciting ways, such as "Kathwaaap', "fwuuuhmp" and so on. Similarly, the sound effects in early games
experienced a renaissance as memory increased and streaming technology allowed for more and varied sounds to be launched under the animations. However, no increase in playback performance will ensure
the effectiveness of the sound effects, if the sounds are not expressive.</p>
<p>From a sound perspective, impacts and destruction must primarily convey suffering and submission. These terms apply naturally to the vocal efforts triggered under an opponent or avatar under
attack, but are more abstract when applied to inanimate objects. Since the human voice is the most expressive instrument in existence, applying human-like characteristics to the 'non-living', will
help give the sounds a more life-like and expressive quality. Twisting, screeching metal, the deep thud and release of broken concrete and wood that creaks, pops and splinters convey expressive
responses to the forces applied to them, in much the same way a grunt, moan and exhale expresses human injury.</p>
<p>Additionally, impacts and destruction sounds should proportionately depict the transference of energy between the weapon and the target. A metallic ping with a ricochet is an effective response to
a bullet on metal, in which the transfer of energy between a low-mass object at high speed can be observed. A missile explosion, on the other hand, is more powerful and slower to develop, therefore
requiring an equally proportionate response. The sound of larger impacts with destruction should develop through three basic phases: Attack, Sustain and Release.</p>
<p><strong>The Attack is the first and shortest event of the three.</strong> It is important to note that the <i>attack</i> is not the sound of the weapon or projectile. In this case, a missile,
contains it's own dry explosion sound that is launched under the animation of the missile explosion. Therefore the attack will be the impact sound based on the material composition of the target.
Since the <i>attack</i> and the dry explosion of the missile will happen simultaneously, the <i>attack</i> should have a short period of 'lead-in' or silence to allow the peak, or initial part of the
explosion of the missile to be heard uncompromised by the <i>attack</i> of the material impact.</p>
<p><strong>Next is the Sustain</strong>, which introduces the debris and material breakdown created by the explosion. Over this phase, detail should be observed. The sustain should sound less dense
than the attack so that the specific details of the destruction can adequately be heard.</p>
<p><strong>The final phase is the Release</strong>, which is a response <i>to the destruction</i> that should characterize a kind of 'submission'. This phase of the destruction should contain lighter
falling debris based on the materials destroyed, movement of dust and earth and perhaps steam.</p>
<p>When all three of these phases are exhibited, the destructions will sound more expressive and compliment the weapons by adequately portraying their explosive energy.</p>
<p class="c1">For "The Incredible Hulk - Ultimate Destruction" we maximized the detail and movement of large, explosive forces by dynamically altering the stereo field throughout the three phases of
the destruction. The attack phase was almost entirely monophonic, while a quickly widening stereo field was applied to the sustain, finally resting on a wide and fixed stereo field for the release.
The result was destruction that moved rapidly over a wide area, thereby adequately portraying the Hulk's enormous power.</p>
<h2>F. Weapons - Know Thyself, Know Thy Enemy!</h2>
<p>It is a lesser-known fact that a gunshot at close range, sounds less threatening than from 40 or even 80 yards away. Since most people have never fired a gun, their expectations for the sound of
gunshots as depicted by the entertainment media are very high. Therefore, even in games based on historical simulation, some amount of sonic <i>sweetening</i> will be necessary. In the case of a
"period" war game, multiple recordings of the specific weapon should be blended together to create a satisfying gunshot. These might include mixing together the various distances recorded for the
gunshot, as well as the dry trigger and shell discharge sounds for the specific firearm. Sounds created this way will be sonically interesting while retaining the historical accuracy of the
weapon.</p>
<p>For science-fiction or fantasy games, the imagination is the sound designer's only limitation. As mentioned previously, the design documents will shed light on the abilities of the enemies and
characters within the game. The weapons detailed in this document should explain the amount of damage incurred by each weapon. It is important that these sounds appropriately match the damage
potential, since the player will, to some extent, be judging the amount of damage from each weapon by the sound it creates. For example, weapons that contain a charge-up sound before firing,
indicates to the player that a great amount of force is forthcoming. Likewise a weapon that produces a large discharge noise would produce the same result.</p>
<p>From a stylistic perspective, weapons are an extension of the personalities of each character and should compliment the character's physical attributes, abilities and in some cases, their heritage
or history. For instance, the sounds of swords, knives and shuriken should be as stealthy as the master ninja who wields them. The character of these sounds should compliment the physical qualities
exhibited by the ninja and reflect the mastery of the ninja tradition. With this in mind you should expect the sounds to be light but fierce, focused and evoke quickness of movement.</p>
<h2>G. Vehicles</h2>
<p>Since vehicle sounds typically respond to controller movements, and <i>not</i> animations, they can be difficult to perform in a plausible manner. Developers for racing games are likely to have
robust code for manipulating vehicle sounds. Since we are focusing on sound production, and not programming, let's examine the basic elements that make up vehicle sounds.</p>
<p>In most cases the sound designer will provide four separate engine sounds per vehicle: an idle loop, acceleration, a steady thrust loop and a deceleration (engine decompression or braking). The
idle will simply indicate that the vehicle is engaged. The acceleration and deceleration sounds should be designed to seamlessly crossfade into, and out of the steady thrust loop via programming.
This formula is effective for simple vehicles with a low threshold of speed in which the vehicle will quickly reach maximum velocity until the button or trigger is released.</p>
<p>If the visual perspectives of the vehicle can be changed, so too should the sounds that accompany the vehicle. This will ensure a greater sense of realism. For instance, if inside and outside
perspectives are available, subtle shifts in the observed engine sounds should be present to support the change in perspective. An inside perspective will result in a de-emphasis of the higher
frequencies that are present within the engine sounds, giving those sounds the muffled quality one would expect when listening to the engine from inside. One way to perform this, is for the sound
designer to supply separate versions of the engine sounds based on the perspective observed. If the sound designer has access to recordings from the various perspectives, this will be easy to supply.
However if these sound perspectives are not available, or if the vehicle is fictitious, separate mixes that include changes in equalization should be performed in order to support the visual
perspectives.</p>
<p>For added realism, intermittent sounds can be supplied to add feedback based on the driving conditions or the state of the vehicle while operating. For instance, wheel-based vehicles will contain
surface noises used to indicate the terrain (tarmac, gravel etc.). Metallic rattling and scraping is used to indicate the state of a vehicle that is damaged. The addition of these and other
intermittent sounds add a heightened sense of realism and immersion when operating the vehicle.</p>
<h2>H. Menus - Less is More</h2>
<p>As games have become more sophisticated, so too have the menus. Players can customize a variety of options as well as view or purchase an array of unlock-able content. This, of course requires
more navigation. In most cases, sounds will accompany the navigation to provide greater sensory feedback. No matter how enjoyable these sounds may be, their repetition will soon become an annoyance.
It is always safe to create short and subtle sonic events to accompany the menu navigation, so that the sound is felt rather than heard. This way the player can benefit from the additional sensory
feedback, without being discouraged by the mere repetition of the sounds.</p>
<h1>V. Music Production</h1>
<h2>A. The Underscore - Interactive vs. Film Music</h2>
<p>Until recently, you simply could not compare game music to film music. Every aspect involved in their production, from budgets to performance, made it an impractical comparison. Today, these two
media have a working relationship. Games are created to support movies and movies are made from successful game franchises. Film composers are now writing for games, and some game composers have made
the transition to film. Hollywood orchestras and orchestrators are now commonly used for game music scores. Why make this comparison? Because even though the considerations involved in their creation
are different, their effect and function are relatively the same.</p>
<h2>B. Story Driven/Roleplaying Games</h2>
<p>As the name suggests, the scores to story-driven games must primarily tell a story. To tell a story musically is a sublime art. A composer must be well versed in the work of his predecessors in
order to understand what constitutes successful story telling using the language of music. Fortunately, centuries of music have been written for this purpose, allowing today's composer a foundation
for developing this art. We now associate certain sonorities and rhythms with specific actions, emotions or locations. Compositions like Rossini's 'William Tell', Wagner's 'Tristan' and Holst's
'Planets' have laid the groundwork for these non-verbal associations. Film and television composers have since expanded on these motifs to help express the elements within a story.</p>
<p>A portion of story telling is to define the environment, both time and place. Musically, we draw influence from folk traditions for such a purpose. Through ethnomusicology we can effectively
represent locations and time periods by incorporating traditional instruments, modes and progressions into the score. For instance, a tabla, tambour or sitar is appropriate for describing an Indian
location. If such instruments are not available, the music may be orchestrated in such a way as to mimic these traditional sounds. A modern orchestra is greatly enhanced by the addition of folk
elements for the purpose of describing a specific time and place.</p>
<p>Characters within a story are supported through the development of melodic themes and motifs associated with each character. Orchestrating the motifs throughout various instruments will provide a
sense of character development as the game progresses. In addition, varying the harmonic support of these themes will reflect the character's physical, mental and emotional states.</p>
<p>Game music for the story and role genre must highlight the dramatic events in the story as well as drive the game-play. NIS and FMVs are the primary tools for advancing the storyline and scoring
to these videos is generally a straightforward process. You must consider, however, that game-play is also a dramatic event that contributes to the overall development of the story. Herein lies the
careful balancing act of supporting the story as well as the action, without the music sounding repetitious. Cross fading alternate versions and transitions, or layering individual tracks that are
programmatically muted and un-muted, will secure the musical effectiveness over long periods. The programming methods of manipulating music within a game are beyond the intent of this article.
Further reading from game development resources such as GameDev.net will provide a closer look at some of the programming methods used in game music playback.</p>
<h2>B. Action/Arcade and Sports Games</h2>
<p>The most basic function of game music is best exhibited in 'arcade' style games in which the overall gaming experience is enhanced by the addition of adrenaline-surging music. The music helps to
drive the action, thereby heightening the intensity of the experience. For this reason, it's very common for these games to license tracks from well-known, marketable artists with a track record of
producing music that translates to the listener. The interactive potential of this music, has thus far been very low. However, as many artists are also avid gamers, they are beginning to show
interest in lending their talent toward interactive soundtrack design, if not producing tracks in their entirety.</p>
<p>Generally speaking, the interactivity of the music in arcade-style games rarely moves beyond loops and stings. In many cases, this is all that is required. However, as the complexity of
arcade-style games grow, so must the level of musical interactivity. The music for these games should support any changes in game-play. Power-ups, signature moves and multiple damage are all examples
commonly reserved for the sound design to immerse the player in the action, but are appropriately expressed through music as well. A deep understanding of the game-play will reveal to the composer,
new areas to interactively enhance an otherwise monotonous arcade soundtrack.</p>
<h1>VI. Full Motion Video (FMV)</h1>
<p>Since the FMV is a controlled environment, it is tempting for the sound designer to elaborate on the sound effects. While in some cases, it may be appropriate to heighten the dramatic impact of
the story; great care should be maintained to be consistent with the in-game sound design. An incredible-sounding FMV is surely a joy to behold, however, if the in-game sounds do not hold up to the
FMVs, the playing experience will be diminished. The purpose of the FMV is to dramatically move the storyline, and to provide a break in the action. Since Most FMVs occur after completing a level,
there is an inherent sense of reward when viewing the FMV. The sound design should pay respect to this as long as it doesn't stray too far from the in-game sound. The FMV should act as a seamless
transition into and out of the game play. In my opinion, it is best to use in-game sounds within the FMV wherever in-game movements or actions are present.</p>
<p>The second consideration for FMV sound is the mix of all the sound elements. All dialog, sound effects and music should be mixed at comparable levels to the in-game mix, unless there is a dramatic
motivation for stressing one over the other.</p>
<h1>VII. Sound Reviews</h1>
<p>The Beta date is just around the corner. Your sound team has worked countless hours, and is nearing the finish line. You might think it's time to examine the sound for any necessary revisions.
Well by this time it's probably too late. As mentioned earlier, the sound team is generally the last in line to begin creating their content. Add to this, the fact that all previously missed
deadlines becomes their burden to make-up. Your sound team will likely be delivering content right up to the last minute. You will need to have in place a regular and effective reviewing mechanism to
stay on top of the direction of the game sound.</p>
<p>Using the same group of reviewers used for the demo phase, create a questionnaire that rates the general aspects of the sound. Rating each individual sound would be time-consuming, so use
categories of sounds and include room for comments or explanations. By assembling the various questionnaires, you will be able to develop a consensus opinion that will reveal spots that need further
attention. If this is performed in a timely and periodic fashion, your sound team will be best able to manage the revisions, as they are needed.</p>
<h1>VIII. Got Your Sound Budget? Use it!</h1>
<h2>A. Your Simple Checklist</h2>
<p>Today's games are competing with each other on every level. Sound is no exception. You must secure the best resources possible for your sound team. This will require that you use your budget
wisely, and use <i>all</i> of it.</p>
<p>Prior to beginning the sound effects production, ask yourself the following questions.</p>
<ol>
<li>Is your sound team complete? (i.e. sound designer(s), supervising/Lead sound designer, composer, audio director and audio programmer)</li>
<li>Is each member of the sound team assigned a specific task uncompromised by additional or overlapping roles?</li>
<li>Is your sound team assigned only to your project?</li>
<li>Does your sound team have enough time to complete your project?</li>
<li>Does your sound team have the adequate resources necessary for your specific game? These include sonically treated work spaces, equipment, software and sound effects libraries that are compatible
with the needs of your game.</li>
<li>Does your sound team have a demonstrated track record of producing sound within the style and genre of your project?</li>
</ol>
<p>If you answered "yes" to all of these questions, your sound design team is properly equipped, prepared and ready for production. Answering "no" to any of these questions will tell you where you
will need to focus portions of your budget.</p>
<h2>B. Outsourcing</h2>
<p>If the sound team is incomplete or in any way compromised, you should consider outsourcing an appropriate amount of the workload to game audio specialists. Look for companies and people that have
a strong resume of interactive sound production, and have successfully produced sound for "high profile" titles. If your game has special stylistic needs, then consider companies that have a track
record of producing sound for similar titles.</p>
<h2>C. Foley</h2>
<p>The overall 'theme' of your game will help dictate where you may need additional resources. A historically based game will require authenticity; therefore consider obtaining fresh recordings of
historically accurate weapons and vehicles. If your game focuses on destruction, a sizeable Foley session may be appropriate to produce original content unencumbered by overused sound effects
libraries. A small but well organized recording session can give your game a lot of fresh spark without breaking the budget.</p>
<h1>IX. Marketing Your Sound</h1>
<p>Game marketing has typically focused on the creator, developer or the voice actors within the game. In many cases, sound can be used as a marketing tool as well. For "The Incredible Hulk -
Ultimate destruction" we hired some of Hollywood's finest sound recordists to coordinate a Foley session that would produce the raw destruction sounds we needed to create the sound effects necessary
for this game. Our session took place at an auto-dismantling yard in a southern California desert. A giant forklift and bulldozer were used to drop, drag and tear apart cars, vans and trailers.
Multiple video cameras captured the session for future use on the "Behind-the-scenes" reel. The added benefit was the marketability achieved by everyone's dedication to producing the most destructive
sounding game to date. Your ability to market your game's sound will also help raise any additional finances needed to bring your sound up to the next level.</p>
<p class="maintext-2"><b>Steve Kutay</b> is the co-founder of <b>Radius360</b> an award-winning audio Post Production company, specializing in sound for film and games, located in Los Angeles,
California. For more information please visit <a href="http://www.radius360.com/"><i>www.radius360.com</i></a> or contact Steve at <a href=
"mailto:steve.kutay@radius360.com"><i>steve.kutay@radius360.com</i></a>.</p>
<p class="maintext-2 c1">&copy;2006 Steve Kutay, Radius360. This article may be posted in partial or entirety as long as credit is given to Steve Kutay, Radius360 and www.radius360.com</p>

]]></description>
		<pubDate>Mon, 01 May 2006 12:02:40 +0000</pubDate>
		<guid isPermaLink="false">bacae0849238b42dfe121affba356822</guid>
	</item>
	<item>
		<title>Writing Game Music : Part IV</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/writing-game-music-part-iv-r1268</link>
		<description><![CDATA[Can you believe it? Here's part IV! I was looking around the internet and was shocked at how little information they have on this stuff! So I decided to keep on writing these things until I run out of things to talk about. (Well, this broken leg of mine might be a reason I've got so much free time...don't ask. Okay, since you asked, I got it while skating...so now I can't skate for about two months...DOH!)<br />
<br />
 Once again, this series of articles is designed to turn you into a game music composer. If you know absolutely nothing about music, then you don't have to worry, just read parts I, II, and III before reading this part.<br />
<br />
 Now, what we gonna do in this part, John? Well, articles I, II and III turned you into an amateur music composer. Hopefully by now, you've read them and written a few songs. This addition to the series is going to be about how to write better songs. For example, how to write an opening of a song, how to build up to the ending, how to end a song, etc.<br />
<br />
 But before that, you have to learn about something which I haven't taught you earlier. This is actually something that beginning-level musicians learn, and you'll need to know it in order to make songs more exciting. What is it? Controlling the volume.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>Part I: Controlling Volume with Music Notation</strong></span><br />
 <br />
<span style='font-size: 12px;'><strong class='bbc'>A) Volume Levels</strong></span><br />
<br />
There are basically two different kinds of music levels: Piano, and Forte. Piano means soft, and Forte means loud. Yes, Piano is also what we call the instrument you can play, but try not to confuse the two. So if your music teacher tells you to "Play piano," you'll have to find out whether she means to play a piano, or to play the song soft. So that you don't get confused, I'll explain why the Piano has the same name as a volume level.<br />
<br />
 When the piano was invented, it was a revolutionary keyboard where you could control the volume just by pressing soft or pressing hard. Since it could be both soft (piano) and loud (forte), it was called the pianoforte. Eventually it was shortened to piano.<br />
<br />
 Okay, that's the story. Anyway, remember these four things and you'll be fine:<br />
 [indent]<strong class='bbc'><blockquote>Piano</strong> – Soft<br />
<strong class='bbc'>Forte</strong> – Loud<br />
<strong class='bbc'>Mezzo</strong> – Medium<br />
<strong class='bbc'>Issi</strong> – A word that pretty much means "very." The more "issi"s there are, the more "very"s there are.</blockquote>[/indent] I might as well explain the word "issi". Okay, Forte means loud, right? So then what does fortissimo mean? It means "very loud." Then, what does fortississimo mean? Very very loud. Get it now? Same thing applies to piano, pianissimo, pianississimo, etc.<br />
<br />
 Now I'll explain the word mezzo. It basically means medium. So if I want you to play a song at the volume level "mezzo-forte", then that means "medium-loud." That's a volume level in between mezzo-piano (medium soft) and forte. So then here's a basic succession of volume levels, from softest to loudest:<br />
<br />
 Pianississimo<br />
Pianissimo<br />
Piano<br />
Mezzo-Piano<br />
Mezzo-Forte<br />
Forte<br />
Fortissimo<br />
Fortississimo<br />
<br />
 Of course, you can have more volume levels than that, like fortississississississimo, but these are basically all the levels you'll need for now.<br />
<br />
 It's hard to let you know exactly how loud the volume levels are since you're just reading an article, it's the kind of thing I have to describe in person.<br />
<br />
 The volume level "piano" is represented by the letter p. Pianissimo is represented by pp. So that means pianississimo is represented by ppp, etc. The volume level "forte" is represented by an F. The word "mezzo" is represented by an m. So if you wanted to write the volume mezzo-forte, you would write MF. Here's a sample pic:<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[788b9d3701c34dc29bc1935d1a700838]' id='ipb-attach-url-3305-0-38941200-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3305" title="image001.png - Size: 1.83K, Downloads: 36"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-26498700-1308257143_thumb.png" id='ipb-attach-img-3305-0-38941200-1330208485' style='width:250;height:76' class='attach' width="250" height="76" alt="Attached Image: image001.png" /></a> </p><br />
 Let's take a look at it. The first measure is at the volume level "piano". The second measure is changed to "mezzo forte", and then the last measure all of a sudden becomes loud at the level "fortississimo", sometimes called "triple forte" by lazy people like me.<br />
<br />
 <span style='font-size: 12px;'><strong class='bbc'>B) The Crescendo, Decrescendo, and other tricks</strong></span><br />
<br />
In the picture above, measure one is played piano. (Not the instrument, the volume level.) All four notes in each staff are played at the same volume level. Then, all of a sudden, when you reach the second measure, it becomes louder, at the volume level mezzo forte. What if you want to make it a gradual change? For example, instead of having piano the first measure, mf the second measure, and fff the third measure, what if you just wanted it to start at piano, and gradually change to fff until the third measure? Then you use a <strong class='bbc'>crescendo</strong>. A crescendo sort of looks like a "less than" sign in math. ( < ) The only difference is that it is a lot wider. Here is the same picture as above, except this time there is a crescendo:<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[788b9d3701c34dc29bc1935d1a700838]' id='ipb-attach-url-3306-0-39004300-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3306" title="image002.png - Size: 1.87K, Downloads: 39"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-60680100-1308257184_thumb.png" id='ipb-attach-img-3306-0-39004300-1330208485' style='width:250;height:76' class='attach' width="250" height="76" alt="Attached Image: image002.png" /></a></p><br />
 So now you see that instead of playing each measure at a certain level, this one sounds better. You start at piano, and with every note, you get louder. You gradually get louder, until you reach triple forte in the beginning of the last measure.<br />
<br />
 The opposite can also be done. You can gradually get softer, by drawing a <strong class='bbc'>decrescendo</strong>:<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[788b9d3701c34dc29bc1935d1a700838]' id='ipb-attach-url-3307-0-39016900-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3307" title="image003.png - Size: 1.84K, Downloads: 33"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-90765300-1308257203_thumb.png" id='ipb-attach-img-3307-0-39016900-1330208485' style='width:250;height:76' class='attach' width="250" height="76" alt="Attached Image: image003.png" /></a></p><br />
 In this example, you start loud, at fff. You gradually get softer, until you play piano at the last measure.<br />
<br />
 What if you want to play one note exceptionally loud and then after that, return to the normal volume level? Use an <strong class='bbc'>accent</strong>. This looks like a "greater than" sign. (>). However, don't confuse an accent with a decrescendo. Just remember, <em class='bbc'>if it stretches over two or more notes, it's probably a decrescendo; if it is above or below only one note, it's probably an accent.</em> Just one of the many tricks of the trade that us musicians know.<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[788b9d3701c34dc29bc1935d1a700838]' id='ipb-attach-url-3308-0-39029000-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3308" title="image004.png - Size: 903bytes, Downloads: 32"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-31770100-1308257240_thumb.png" id='ipb-attach-img-3308-0-39029000-1330208485' style='width:250;height:48' class='attach' width="250" height="48" alt="Attached Image: image004.png" /></a></p><br />
 A beat such as this is usually used for action songs. To listen to it play twice, download midi1.mid using the attached resource file.<br />
<br />
 Of course, there is more than one kind of accent, but maybe we'll get into that in a later article.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>Part II: Opening, building up, and ending a song</strong></span><br />
 <br />
<span style='font-size: 12px;'><strong class='bbc'>A) Opening a song: How to introduce the theme</strong></span><br />
<br />
Hold on. Before I go on to this, I want you to make sure you know what you're learning right now. Right now I'm going to talk about how to write a basic song. However, if you want to know how to write a song that can be played on the radio (popular music, etc.) then email me. Those songs use a bit of a different format. So just email me telling me the kind of format you want and if I get enough requests for it, I'll most likely write it. My email, again, is <a href='mailto:Pitech@hawaii.rr.com' title='E-mail Link' class='bbc_email'>Pitech@hawaii.rr.com</a>.<br />
<br />
 The format that I'll be teaching you in this article is the format you most likely will use if you want to write the background music to a game. Okay, now that that's been cleared up, why don't I get started?<br />
<br />
 Remember how I taught you in previous articles that a long song is basically a theme played over and over? When you want to write a song, usually the first thing you should come up with is the theme. Once you've got the theme, then you should get started on the beginning. (Some people, including me (sometimes), write a beginning first and just wait until a theme comes to them. It doesn't really matter, different people do different things. Once again, I want to stress how writing music is almost absolute freedom, unless the type of music you can write is restricted by the people you are writing the music for. Anyway...) The beginning is usually one of these five things: (these aren't the real names for them. I couldn't remember the real names for them, so I'll make these ones up.)<br />
 <ul class='bbcol decimal'><li><strong class='bbc'>Building up:</strong> This type of beginning is one where you start with something simple, say a drum solo, and then slowly the background to the theme comes in, and then more background, and then eventually the theme itself comes in. Sometimes the background (the music that would be playing in the background while the theme would be playing) is just playing by itself, then comes the bass and/or drums, then comes the main theme. There is midi1.mid in the file attached to this article, an example of one of those songs. Don't worry if it sounds crappy, I only put it together in about five minutes.</li><li><strong class='bbc'>Introducing an alternate theme:</strong> Here, you start with a different theme and slowly introduce the other theme. For example, you play another theme, and then play a part of the theme, and then play the other theme, and then play the main theme, and then the other theme, and then again, and each time you play the main theme you play it louder and place more emphasis on the main theme and less on the alternate theme. Eventually the alternate theme stops and you play the main theme all the time. These intros are usually pretty long.</li><li><strong class='bbc'>No playing around:</strong> In here, you don't do any stuff in the beginning, instead you just play the theme, with all of the background and everything, starting from the beginning. This isn't really an intro, but for some themes, it works better than any of the others. This is what you will probably use if there is no ending to your song; if it will repeat over and over.</li><li><strong class='bbc'>With a cool intro:</strong> Here, you just play a cool intro that is really short, (maybe about four measures or so) and then it builds up, and then your theme plays in full force. Ever heard the Kurt Angle theme? That's pretty much a song that's like this.</li><li><strong class='bbc'>Combinations of the Above:</strong> Combinations of the above introductions can be done. For example, you could have number 4, then number 1. I do that a lot, especially for action songs, songs for battles.</li></ul> If you study all of these types of beginnings, you'll realize that they all serve the same purpose. This is the purpose of the beginning of the song, <strong class='bbc'>to introduce the theme</strong>.<br />
<br />
 Heh, this is cool. The reason I wrote this article series was because I wanted to share all this stuff I learned about how to write music. Wanna know something? Starting in part II of this article, I'm teaching you things that I didn't learn in any school. This stuff from now on is from my personal experience. (Unless I tell you otherwise.) So you won't find this information in any other article or anything, it's unique to this article. Yeah yeah, you're welcome, you're welcome. (By the way, if you find some article or something that teaches this same thing, please let me know, so I can go check it out.)<br />
<br />
 <span style='font-size: 12px;'><strong class='bbc'>B) The middle of the song: Making people love the theme</strong></span><br />
<br />
Uh...yeah, that's basically what the middle of the song does. This is the "meat" of the song, the place in the manapua where all the red meat is. (You don't know what manapua is? Ah, I guess you have to live in Hawaii to know.)<br />
<br />
 Basically in the middle of the theme (middle being defined as any part of the song that is not the beginning or end, obviously) you must make the people love the theme. Another very important purpose of the middle of the song is to build up to the ending. (Unless you don't have an ending to the song, if it keeps on repeating.) There are several ways to do that. Sure, I'll tell them to you.<br />
<br />
 <strong class='bbc'>Repeating:</strong> This is when you keep on repeating the theme over and over, louder and with more background each time. With this method, however, people might get sick of it. This method would be used more if you want to play a song that is just going to play over and over in the background.<br />
<br />
 <strong class='bbc'>Using Dual Themes:</strong> In this way, you just use the theme, play it in the beginning, and then play a different theme. Eventually you play the next theme and then you play the original theme again, and then go back to the other theme. Each time you do this, you make each theme sound better by adding more background to it. Each time you change from one theme to another theme, you have to make sure to make the transition smoother and smoother each time. To make the audience have a feel for the theme, play one of the themes as background to another of the themes once in a while. It makes it sound cool. Ever heard "Dual of the Fates" from the Star Wars: Episode I cd? That has three different themes, you should practice by identifying them.<br />
<br />
 Yeah, there are more. But I can't think of them now. Maybe I'll talk about them in my next article when I remember them.<br />
<br />
 <span style='font-size: 12px;'><strong class='bbc'>C) Making a good ending</strong></span><br />
<br />
Most songs for games don't have endings, because they repeat over and over. But if you want to make a song that you would be able to put on a soundtrack, most likely you would want to have one with an ending. (You know those songs that just repeat over and over and fade out? For some reason, I just hate that. Don't ask me why, I have no idea.)<br />
<br />
 The ending to a song has different purposes. One of them is to leave the audience thinking "Wow, that was great! I want to hear that again!". Another one is to make the audience love the theme even further. Another one is to satisfy the audience. What I mean by that is, the middle of the song had a big purpose: To build up to the ending. You don't want the song to build up and get louder and louder and more exciting and then...poof, just end with a quiet theme. Well...the volume of the final theme depends on what kind of song it is, as you'll see later.<br />
<br />
 Another thing, which my highschool band teacher taught us, was that "when the audience hears a song for the first time, the only parts they remember are the beginning and the end." So you must make sure to make a spectacular ending. (I'm not sure if that rule applies to popular music nowadays, but who cares. Well...you might...if you do, email me!)<br />
<br />
 Now there are not many different types of endings, so I'll just talk about them normally. The first type is the type which I've been talking about so far, which is the one where you play the theme very loud, very exciting, and maybe play the other themes as background to it. (if it matches.) This is the kind that you want for a movie, or a game that tells stories, or something. This is the part that's supposed to be super emotional, the kind where if somebody is conducting an orchestra playing this song, the kind where the conductor starts to tear up while conducting. This is the part where you are supposed to hear the people in the cinema saying "And that was the story of how one man gave his life to save his family from the evil of ewilaodon". When you write this, remember to listen to it. If it doesn't make you want to show the world, try again.<br />
<br />
 The next ending is one that you would use for a dark, evil, scary song. In this type of ending, the main theme is usually played, but even softer and lower than before, to make it sound like an evil ending. In other words, this is the exact opposite of the above method.<br />
<br />
 Another type of ending only matches certain songs. Anybody ever heard the first movement of the "moonlight" sonata by Beethoven? The ending is a combination of the above two. In the ending, the main theme is played louder and better than before, and then a loud alternate theme is played, and then it ends by getting quiet and evil.<br />
<br />
<br />
<span style='font-size: 12px;'><span style='font-size: 18px;'><strong class='bbc'>Part III: Summary of this Article and Conclusion</strong></span></span><br />
<br />
In this article, we learned how to:<br />
 <ul class='bbc'><li>Write volume changes</li><li>Gradually change volume</li><li>Write the beginnings of songs</li><li>Write the middles of songs</li><li>Write the endings of songs</li></ul> If you want to know how to write the beginnings, middles, and endings of other types of songs, like jazz, popular music, etc, then email me. My next article should probably talk about how to write a basic theme that will make the audiences go crazy. (By common sense that article should have been sent before this one...sorry!) Hasta lavista, estudiantes!]]></description>
		<pubDate>Tue, 02 Jan 2001 11:22:53 +0000</pubDate>
		<guid isPermaLink="false">debe9dfcc3e4dbea1c509ffab6bf9f0b</guid>
	</item>
	<item>
		<title>Writing Game Music : Part III</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/writing-game-music-part-iii-r1178</link>
		<description><![CDATA[Yeah, here we go now! Finally, I’ve come around to writing part III of this series. We’re gonna get into some good stuff now! This article is what parts I and II were leading up to. If you have already had a basic music education, then you can read this article. If not, I suggest reading articles I and II of this series.<br />
<br />
 Oh yeah, sorry I took so long to finish this article. You see, my computer was broken and this article was only half finished at the time.<br />
<br />
 Now, in this part we’re going to learn how to write variations on songs. This is something you can use as a last-resort, if you run out of creativity and just can’t think of any songs. Also, writing variations is a great creativity exercise (and whenever it’s a lonely Saturday night without a date, it’s something to pass the time!).<br />
<br />
 We’re also going to cover harmonization. At the end of part II, you saw me make two different versions of a theme. After learning about scales and chords, I’m going to teach you how to use certain instruments, chords, and styles to change the music to get the effect you want. I’m ready! Are you? Then grab a notebook, blink your eyes 20 times, spin around clockwise, and let’s go!<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>I : Intermediate Level Music Theory</strong></span><br />
<br />
Whoa....I just said "intermediate level music theory." Sounds smart, doesn’t it? After you read this section, you can tell your friends how smart you are. In article I, the entire article was a beginner’s level music theory. Before I go on to harmonization and writing variations, I have to teach you more music theory stuff. So here’s some info you’ll need to know.<br />
<br />
 <span style='font-size: 12px;'><strong class='bbc'>A) Scales</strong></span><br />
 <br />
No, not those things on fish, I’m talking about a musical scale. Let’s talk about major scales first. Remember what middle C is? I taught you about it in article I. It’s the C that’s one ledger line below a treble clef staff, or one ledger line above a bass clef staff. On a piano, it’s the C that’s closest to the center of the piano. Now, put your musically talented fingers on the middle C. Now, play that note, and play every single white note until you get to the next C up. When you finish, you should have played eight notes. From middle C to the next C, that was an entire octave. (abbreviated as "8va".) Just FYI, each note is twice the frequency of the note one octave below. So if you played middle C and somehow multiplied its frequency by two, you would be playing the next C up.<br />
<br />
 Anyway, when you played those eight white keys, you just played the C Major Scale. A major scale is eight notes, expanding over one octave. If you try to play all the white keys from one G to the next G up, you’ll notice that the second to last note (the F) sounds weird. Now, try it again, but when you play F, instead of playing F, play F#.<br />
<br />
 Interesting, yeah? Anyway, now try playing all the white keys from one D to the next. Sounds weird, don’t it? To understand why, you need to understand what an interval is.<br />
<br />
 If you remember from article I, the succession of notes is:<br />
<br />
A&nbsp;&nbsp;&nbsp;&nbsp;A#/Bb&nbsp;&nbsp;&nbsp;&nbsp;B&nbsp;&nbsp;&nbsp;&nbsp;C&nbsp;&nbsp;&nbsp;&nbsp;C#/Db&nbsp;&nbsp;&nbsp;&nbsp;D&nbsp;&nbsp;&nbsp;&nbsp;D#/Eb&nbsp;&nbsp;&nbsp;&nbsp;E&nbsp;&nbsp;&nbsp;&nbsp;F&nbsp;&nbsp;&nbsp;&nbsp;F#/Gb&nbsp;&nbsp;&nbsp;&nbsp;G&nbsp;&nbsp;&nbsp;&nbsp;G#/Ab&nbsp;&nbsp;&nbsp;&nbsp;A&nbsp;&nbsp;<br />
<br />
If you start on one of these notes and move one to the left or right, that would be moving one <strong class='bbc'>half-step</strong>. So if I moved from C#/Db to D, that would be regarded as moving one half-step. If I moved from C to B, or from B to C, or from E to Eb, or from D# to E, each one of those would be regarded as a half step. Okay, you get the picture. So what if I moved two to the right or left? You guessed it---it would be moving a <strong class='bbc'>whole step</strong>. So from F to G is one half step, from A to B is a half step, from C to Bb is one half step, et cetera. These are called <strong class='bbc'>intervals</strong>. So the interval between F and G, for example, is a whole step. The interval between B and C is a half step. The interval between B and D is a one and a half step, or 1 1/2 step.<br />
<br />
 The pattern, or formula for a major scale is:<br />
<br />
 whole, whole, half, whole, whole, whole, half<br />
<br />
 Or (1, 1, 1/2, 1, 1, 1, 1/2). Take a look at your piano and let’s play the C scale again. Start on C. According to the formula, the next note would be one whole step up. The next key would be a whole step up. The next key would be a half step up. So if you play the entire scale, you would see that you are playing each white key for the C major scale. Any other scale has at least one black key in it. This is easily forgettable, take a break now and let it all soak in before you go crazy!<br />
<br />
 And once you’ve recovered, we can continue. Let’s look at some scales just to make sure we all understand.<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[4e854d5f06544edb9da963fe1a74a7dc]' id='ipb-attach-url-3162-0-47703400-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3162" title="Image1.gif - Size: 2.19K, Downloads: 37"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-12492600-1308067299_thumb.gif" id='ipb-attach-img-3162-0-47703400-1330208485' style='width:250;height:27' class='attach' width="250" height="27" alt="Attached Image: Image1.gif" /></a> </p><br />
 Okay, measure one shows us the C scale, measure two shows us the D scale, and measure three kindly demonstrates for us the Bb scale.<br />
<br />
 We’re movin on now!<br />
<br />
 <span style='font-size: 12px;'><strong class='bbc'>B) The Key Signature</strong></span><br />
<br />
Why do they call them accidentals? Because they weren’t included in the key signature! Ah, I guess only a musician would laugh at that. Maybe they wouldn’t either. Anyway, you remember how accidentals only last for one measure? Key Signatures are a bunch of sharps or flats that are in front of the time signature that make those notes flat or sharp for the entire song, or until a new key signature is made. Let’s look at the D scale with and without a key signature:<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[4e854d5f06544edb9da963fe1a74a7dc]' id='ipb-attach-url-3163-0-47718800-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3163" title="Image2.gif - Size: 2.06K, Downloads: 36"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-65218200-1308067322_thumb.gif" id='ipb-attach-img-3163-0-47718800-1330208485' style='width:243;height:116' class='attach' width="243" height="116" alt="Attached Image: Image2.gif" /></a></p><br />
 On the second staff in that picture, we see that with that key signature, we don’t have to add any accidentals in order to play the D major scale. So we say that this song is in the <strong class='bbc'>key of D</strong>.<br />
<br />
 Now remember, an accidental only lasts for one measure, a key signature lasts forever, until a new signature is written. So say that you write a song in the key of D. Then let’s say that in one measure, you want it to play F natural instead of F sharp. So you put a natural sign in front of an F. In the next measure, if a note is put in the F space, what note is played? The answer: F sharp! You see, a natural sign is just another accidental, and once the measure is over, the accidental no longer exists.<br />
<br />
 Okay, here are the keys and the sharps or flats of four key signatures:<br />
<br />
 <strong class='bbc'>Key of C:</strong> No sharps or flats<br />
<br />
 <strong class='bbc'>Key of C#:</strong> F#, C#, G#, D#, A#, E#, B#<br />
<br />
 <strong class='bbc'>Key of Db:</strong> Bb, Eb, Ab, Db, Gb<br />
<br />
 <strong class='bbc'>Key of D:</strong> F#, C#<br />
<br />
 It’s weird. C# and Db are the same note, but still they are treated as if they were two different keys! I hope you see why this is so. No key signature can have both sharps and flats. If you call it C#, then that means that sharps are used. So the key must be represented in sharps. If you call it Db, then that means there are flats in the signature, because you can’t play a song in the key of Db and then expect for there to be sharps in the key signature. Put another way: In the key of Db, there is at least one flat, and that is obviously Db. So if there is one flat, there can be no sharps.<br />
<br />
 Anyway, I would make a list of all the sharps and flats of every single key, but I’m eager to go on to chords. Besides, you should be able to figure it out by now, it’s good practice! Now let’s just learn minor keys and then we can move on to harmonizations and chords.<br />
<br />
 <span style='font-size: 12px;'><strong class='bbc'>C) Minor Keys:</strong></span><br />
<br />
Okay, you already know how to play major keys. Now let’s go on to minor keys. Remember the formula for a major key? (1, 1, 1/2, 1, 1, 1, 1/2) Here’s the formula for a harmonic minor key:<br />
<br />
 1, 1/2, 1, 1, 1/2, 1 1/2, 1/2<br />
<br />
 That second-to-last interval is a one and a half step.<br />
<br />
 Now play the C harmonic minor key. Sounds weird, doesn’t it? Listen to midi1.mid (see attached resource). Midi1.mid is a midi file that just plays the C minor scale going up, and then down.<br />
<br />
 Some of you might be thinking, "are there key signatures for minor keys?" Well, yes and no. Let me explain.<br />
<br />
 Every major key has a relative minor key. This minor key is the one that’s three half steps below it. So the relative minor key of C major is A minor. (Since the note A is three half steps below C.) The relative minor key of Eb major is C minor, etc.<br />
<br />
 The relative minor key of any key has the <strong class='bbc'>same key signature as its relative major.</strong> So then if you wanted to write a song in C minor, you would make the key signature the same as the key of Eb major. (Eb major has three flats: Bb, Eb, and Ab.)<br />
<br />
 Alrighty. There is one kind of minor key which is the most commonly used, and that is the <strong class='bbc'>harmonic minor key</strong>. I’ve made reference to this before, but haven’t really explained what this was. Let’s say we wanted to write a song in the key of G minor. Since G minor’s relative major key is Bb major, we would make the key signature the Bb key signature. (Two flats: Bb, and Eb.) When we play the scale going up, we use the formula for a harmonic minor key, which I’ve given above. But wait, the second-to-last note before the last G is not an F, like the key signature says. Instead, it’s an F sharp! And that’s the partially confusing part. When playing a song in a harmonic minor key, whenever you play the second-to-last note of that key, (in the G scale that key is F.) <strong class='bbc'>it is raised one half step</strong>.<br />
<br />
 Unfortunately, we can’t include that fact in the key signature. It would be easier if we would just add an F# to the key signature, but we can’t. (some of you might be thinking, why not put a Gb? Well, because then that wouldn’t solve our problem, because that would change the note G, and what we want to change here is the note F.)<br />
<br />
 Just to make sure we’re all clear, here’s some pictures of minor scales:<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[4e854d5f06544edb9da963fe1a74a7dc]' id='ipb-attach-url-3164-0-47733200-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3164" title="Image3.gif - Size: 3.91K, Downloads: 45"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-96520600-1308067356_thumb.gif" id='ipb-attach-img-3164-0-47733200-1330208485' style='width:250;height:91' class='attach' width="250" height="91" alt="Attached Image: Image3.gif" /></a></p><br />
 Those keys are, in order: C minor, A minor, E minor, and A# minor. By the way, that little thingie by the second to last note in the A# minor scale is called a <strong class='bbc'>double sharp</strong>; it raises a note an entire whole step. Similarly, a <strong class='bbc'>double flat</strong> lowers a note a whole step. A double flat looks like two flat signs next to each other, or a double-b.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>II : Chords and Harmonizing Notes</strong></span><br />
 <br />
<span style='font-size: 12px;'><strong class='bbc'>A) The I, IV, and V7 patterns</strong></span><br />
<br />
Make sure all of section one leaks into your brain and stays there permanently, because we’re moving fast here. Okay, before we move on, you must know that a <strong class='bbc'>chord</strong> is two or more notes played at the same time. A <strong class='bbc'>triad</strong> is three notes played at the same time. Sometimes I will call a triad a chord, because a triad is basically a special type of chord. (Just like how a dog is a type of mammal, or how music is a form of noise.)<br />
<br />
 Each major key has three <strong class='bbc'>primary chords</strong>. These are three triads that sound beautiful and are absolutely essential to harmonics. (try not to confuse harmonics with harmonica...) The first primary chord is the I chord. This is the first note of the scale, the third note, and the fifth note. So the I chord for the C scale is consisted of the notes C, E, and G played at the same time. Go ahead, try it. Play those three notes at the same time. Don’t it just sound heavenly?<br />
<br />
 The IV chord consists of the first note, the fourth note, and the sixth note played at the same time. For the C scale, those notes would be C, F, and A. Finally, the V7 chord consists of the fourth note, the fifth note, and (pay attention to this one now.) the note one note below the first note. So for the C scale, those notes would be B(the one below the first note, not the one before the last note), F, and G. Got it? Now you can make up your own happy song with these chords. Go ahead, try it. Try playing the chords in this order:<br />
<br />
 I, IV, V7, I<br />
<br />
 The same basic rules apply to minor keys. So for the C minor key, the I triad would be C, Eb, and G. The IV triad would be C, F, and Ab. Finally, the V7 triad would be B(B natural, the one below the first note.), F, and G.<br />
<br />
 Now, if you want to become the best you can be on this subject, read on. If you’re late for a date with some hot music composer named John Licato, then you can stop reading now, because basically, you know everything you need to know if you want to make some songs. Still, who would you hire to write your music: A person who knows a little bit about composing, or one that knows a lot? Make your choice now, because I’m moving on.<br />
<br />
 <span style='font-size: 12px;'><strong class='bbc'>B) Patterns and broken chords</strong></span><br />
<br />
If you’ve decided to move on, I love you!<br />
<br />
 Basically all songs and harmonics are based on the chords. This is probably the hardest part I’ve ever had to explain. Okay, <strong class='bbc'>each note on the scale except for the second-to-last one has at least one chord that it "matches" with</strong>. A chord "matches" with a note if that note is in the chord. So notes that match with the I chord in the C scale are C, E, and G. (Since those are the notes that make up the chord.) Try it. Sit on a piano, and with your right hand, play either one of the notes I mentioned, and with your left hand, at the same time, but one octave lower, play a I chord in the C scale. Sounds beautiful, yeah? Now try playing the same thing, but with the right hand, play one of the notes that are not part of the scale, like D, or F. It gives you a completely different sound.<br />
<br />
 Now, like I said earlier, each note has at least one chord it matches with. So let’s stick with the C scale again. Let’s look at the note C, first. What chords have the note C in them? The I chord, and the IV chord. (The I chord is C, E, and G, and the IV chord is C, F, and A.) Now let’s look at the note A. Unlike the note C, the note A has only one chord that matches with it, and that is the IV chord. (Actually, there are lots of more chords that match with these notes, but you don’t know all of the chords yet.) Go ahead, try it. Sit at the piano, and explore. By the way, you might think that the note D in the C major scale has no chord that it matches with. For now, just play the V7 chord with that note.<br />
<br />
 Now here’s a song that consists of two different instruments playing at the same time. The one on the top is playing the melody, and the one on the bottom is playing the harmony. It is also the file midi2.mid, which you can listen to in the attached resource file. Here’s what the music looks like:<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[4e854d5f06544edb9da963fe1a74a7dc]' id='ipb-attach-url-3165-0-47746900-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3165" title="Image4.gif - Size: 3.07K, Downloads: 40"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-92409100-1308067487_thumb.gif" id='ipb-attach-img-3165-0-47746900-1330208485' style='width:250;height:53' class='attach' width="250" height="53" alt="Attached Image: Image4.gif" /></a></p><br />
 Love it yet?<br />
<br />
 Now, I must say, what if you decide to do it differently? for example, in the second measure, instead of having four quarter note chords on the bottom staff, we could put one half note IV chord and then one V7 half note chord after that.<br />
<br />
 But wait, if we do that, (pay attention to this one now:) then the second note on the second measure of the top staff wouldn’t match with the harmony chord that is playing at that time! The answer: Who cares. If you play it, it still sounds okay, and that’s all that matters. Many times, as long as the note of the main theme that is playing when the harmony chord first starts playing matches the chord, then it will sound alright. Sometimes, you don’t even have to follow that rule. It all depends on the composer and his/her style, which you will develop if you play and write music long enough.(confusing paragraph, eh? It was the simplest I could put it.)<br />
<br />
 Okay. The rhythm in the song above was one where the harmony plays quarter notes, straight. Now let’s change the rhythm into a different one. To do that, let’s make some <strong class='bbc'>broken chords</strong>. These are chords which have been broken up and played as separate notes. For example, instead of playing one dotted quarter note I triad in the key of C, I could play C, E, and G, each one of them eighth notes. Here’s the song above again. Except this time, the bottom staff (the harmony) has been changed into a bunch of broken chords.<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[4e854d5f06544edb9da963fe1a74a7dc]' id='ipb-attach-url-3166-0-47760500-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3166" title="Image5.gif - Size: 3.32K, Downloads: 45"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-45549600-1308067508_thumb.gif" id='ipb-attach-img-3166-0-47760500-1330208485' style='width:250;height:54' class='attach' width="250" height="54" alt="Attached Image: Image5.gif" /></a></p><br />
 And if you want to listen to it, just check out midi3.mid.<br />
<br />
 Now try looking at all the broken chords and finding out which chords those are. Extra credit!<br />
<br />
 So far, you’ve only learned two patterns. There are many different patterns you can use, you can even make up your own. Here is the theme we’ve been playing above, but with three different patterns.<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[4e854d5f06544edb9da963fe1a74a7dc]' id='ipb-attach-url-3167-0-47775500-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3167" title="Image6.gif - Size: 6.18K, Downloads: 39"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-09378700-1308067543_thumb.gif" id='ipb-attach-img-3167-0-47775500-1330208485' style='width:250;height:147' class='attach' width="250" height="147" alt="Attached Image: Image6.gif" /></a></p><br />
 My, I do believe that’s the biggest picture I’ve used so far.<br />
<br />
 If you’re lazy and want me to do everything for you, then listen to midi4.mid. this plays the three rhythms you see above.<br />
<br />
 Let’s look at those three rhythms. The first one is usually used when the song is played fast, when you need a fast, exciting song. (Like a battle song, a chasing scene, etc.) The second rhythm, I usually use it when I want to make a town music. Like, if you enter a town, that rhythm matches the background because it sounds peaceful. If the time signature is 3/4 and you use a rhythm like that, it would sound like a kind of waltz or dance. The third rhythm could be used for some kind of melody. I’ve usually used that pattern when I’ve had a theme with a drum set playing in the background. With a drum set playing a beat, and the bass playing that rhythm, it usually sounds pretty cool. Like I said earlier though, try these rhythms for different things and use whatever you think matches.<br />
<br />
 Now let’s go on to writing variations. Actually, you know most of the things you need to know to write variations, so the next section might be kind of short...<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>III: Writing Variations---When Creativity Fails</strong></span><br />
 <br />
<span style='font-size: 12px;'><strong class='bbc'>A) Darnit John, what the heckaroony is a variation?</strong></span><br />
<br />
A variation of a song is basically a song based on that song. Back in my yesteryears, I bought a book called "Complete Variations for Solo Piano." It was by the man himself, Ludwig Van Beethoven. There were only 21 songs in the book, but each one had at least nine different variations, some had 20 variations or more. And each variation sounded like a completely different song. I could barely tell that they were all based on the same theme. So in fact, Beethoven could have written a few variations on one of those songs, and then sold them as his own songs.<br />
<br />
 Many composers do this. They take a good song, and write a variation on it. Sometimes the variation on the song sounds very similar to the song, because the composer wants the listener to recognize what it is a variation of. Sometimes, the composer makes it sound so different that it is a completely different song.<br />
<br />
 And that my friends, is what you can do. When you just can’t get your creativity to work, just write a variation on a song. Be warned, however: make sure it sounds different! If your variation is very similar to the song it is a variation of, and you make money off of the song, you could get sued by the original composers!<br />
<br />
 Now here’s a sample. You all know the song "Mary had a little lamb", right? Here’s a variation I threw together, by just adding some broken chords. Listen to it in midi5.mid.<br />
<br />
 That’s a sample of a variation. From that variation, I could actually just take that and make it into a song that I could call my own. How can you tell if a song is a good enough variation? Well, tell a friend to listen to it. If your friend can name the song that it’s a variation of it, then it’s not good enough. (Unless your friend is one of those people who have that super memory.)<br />
<br />
 Then comes the next question. How do you write a variation?<br />
<br />
 <span style='font-size: 12px;'><strong class='bbc'>B) Writing a Variation</strong></span><br />
<br />
A variation, although you might not like it, requires creativity. Just think of a song that you think sounds good. Play it over and over in your mind. Find out the notes to it on the piano. Play it over and over. Now, think of what you want to change it to. If you want to change it into a sad, slow song, then think of adding long, minor chords. Maybe, if the song is in a minor key, change it into a major key. If it’s in a major key, try the opposite. If there’s a part of the song where you play notes going up, try changing it by playing those notes going down instead. Add some sharps and flats just to make it sound different. Change the speed of the song.<br />
<br />
 Remember, composition is freedom. You should be able to keep what parts of a song you like, and discard what you don’t like.<br />
<br />
 After you’ve changed it, sit back and play back what you’ve got so far. While you’re listening to it, try to forget everything and clear your mind. If the song sounds very different from the theme you started with but it still sounds good, you’ve just hit gold.<br />
<br />
 The basic secret to writing variations is to change the harmony and rythym. You can make a song sound completely different by just changing the harmony (all the broken chords and rythym, etc.) and leaving the main theme alone. I’ve seen it done before, heck, I’ve done it before. You just have to remember the importance of patience. After reading this entire series, you can’t expect to just sit on the piano and then compose an award-winning symphony. After reading this entire series, you should sit on the piano and then just do what you’ve learned. You wait, and over time you’ll develop talent. You’ll be able to recognize it. Really. No kidding. Really.<br />
<br />
 Some people consider writing a variation of a song and then calling it your own to be cheating. Sometimes even I don’t like to do it, because it feels like cheating. But subconsciously, that’s what we’re doing anyway. I don’t want to get into the subject, but....okay. I don’t know if I’ve already talked about this, but when we think of a new song, our mind creates the new song from parts of some old songs that are in our memory. So really, our mind is creating a variation of a song for us. Sometimes our mind changes it so well we can’t even recognize what song it came from. Sometimes not. Well, whether or not you want to use the variation method to come up with songs, just make sure you’re able to defend your reasons for doing it.<br />
<br />
 That section was shorter than you probably thought it would be, eh? Es cool o no?<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>IV: Leftovers</strong></span><br />
<br />
Here’s some stuff that I either left out in the last section, or couldn’t find a proper place in which to put it.<br />
<br />
 From Alexander Dobrinevski:<br />
 [indent]<blockquote>A good program to use is Microsoft's Direct Music Producer. It is free (Well, comes with the 128MB DirectX7 SDK, so you will have to pay the phone bill for downloading :-)), but has really a lot of great functionality. It can be used to write MIDI or WAV files - very good sound quality - using notation, you can use styles and patterns freely - just excellent. It also can write sound parts - that patterns, motifs and styles - in a format easy to read from you DirectX app.</blockquote><br />
 [/indent] From me:<br />
<br />
 I really recommend learning how to play the piano if you want to get into this hobby. If you want to use a different instrument to play your music it's fine, but I'd say that the piano will give you the most experience you need to start composing.<br />
<br />
 Everybody please visit my friend's site, <a href='http://www.hktechno.com' class='bbc_url' title='External link' rel='nofollow external'>www.hktechno.com</a>, it's got MP3s, rave pics, lots of stuff.<br />
<br />
 Oh yeah, and I've been working on a small game (not by myself, I've just been the producer and business guy for this one) called Galaxy Pirates (I'm not sure if that name's taken already, but oh well.) and it's probably going to be distributed by XTreme Games, buy it please, I'll repay you with a hug! (All you have to do is fly all the way over here to Hawaii and if you do find me, I'll give it.)<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>V: Conclusion</strong></span><br />
<br />
And there it is! The finale of my three part series! I’m really thinking about writing a part IV and V, where I can talk about advanced music notation, maybe even professional-level music notation. Also, I could talk about more styles of music and how to use them. (so if you want to learn how to write sad songs or fast songs, you’ll definetely know how. There’s a lot of stuff like that I wanted to fit in this article, but didn’t have enough room.) And maybe I could talk about how to program music into your game using DirectMusic and DirectSound. And still yet, I'm also thinking about writing about how to get started as a musician in the game industry. After all, I did say that I was going to make this the most complete guide any future game music composer could want! Just tell me you want to see it, and I just might do it, I'm crazy!!<br />
<br />
 Wow, it was fun writing this series. I hope you enjoyed it as much as I did, and I hope everybody, professionals and beginners alike, learned something from this series. I also enjoyed all the email you guys sent, the comments keep me going like a coffee!<br />
<br />
 I’ve taught you how to write music in my style. If you keep on writing music and spending long hours at the piano or at whatever instrument you use, then soon you will gradually develop your own style, and your music will have that unique touch that only you would be able to recreate. Email me just to say hi, or just to let me listen to one of your masterpieces, or to ask any questions. I’ll do my best to reply to every single one that I get. If I don’t respond, then I apologize in advance, but like I said, I’ll try my best to!]]></description>
		<pubDate>Mon, 14 Aug 2000 13:11:12 +0000</pubDate>
		<guid isPermaLink="false">5afd3bb639c0920782586a9843ee0785</guid>
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	<item>
		<title>Writing Game Music : Part II</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/writing-game-music-part-ii-r1061</link>
		<description><![CDATA[Welcome! Hopefully you’ve read <a href='http://www.gamedev.net/reference/articles/article1010.asp' class='bbc_url' title=''>part one</a> of this article, which deals with basic music notation, and how to write it. If you already have had music education, (or if you had just read part I,) and you just want to learn how to get the creativity to come up with songs, then this is what this article will discuss.<br />
<br />
 Let’s see....here’s the basic agenda for this article. Part one will talk about techniques to expand your creativity. Part II’s gonna talk about ways to change a song idea into a computer file with sequencers and synthesizers, and how to choose a file format. Finally, Part III will enlighten you with a brief example of writing down a basic theme and changing it into a song. So get a little notepad to take down some notes, and let’s get started!<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>I: Expanding your creativity--Open up your mind, man!</strong></span><br />
<br />
Now that you know how to write down the basic music, you can sit at the piano or something, and just keep a piece of paper with pre-drawn staffs on it, so whenever you come up with a song, you can find out the notes by playing it on the piano and then writing it down. You have to remember this one thing: No matter how stupid it sounds, write it down. Creativity is like that. If you do something creative, it usually sounds different, because it IS different. That’s what you want. You don’t want to get sued by somebody else because you made money off a song that was already copyrighted.<br />
<br />
 I can’t tell you how much times I’ve thought of the stupidest songs in the world. I wrote them down anyway, and then when my friends heard them, they loved them! In fact, one of them was so good, it was chosen to be the main theme for one of our games! Anyway, just goes to show that the person who creates something usually things that his creation is stupid, but others think it’s pure gold. Abraham Lincoln had doubts about his famous speech, but it turned out to be one of the greatest speeches we’ve ever heard. Anyway, enough with the history lesson, I’ll go on.<br />
<br />
 When you can’t think of a good song, have no worries. If you can only come up with songs that sound terrible, it’s probably just a block...sort of a writer’s block for musicians. Just write down the songs you come up with anyway, and take a look at them a few days later, then play them. Make some changes, then come back a few days later again and make more changes. In time, you’ll probably have a theme that you’ll like.<br />
<br />
 Also remember that the way a composer thinks of a theme is usually different than how the audience thinks of it. If you think of a theme, you’ll probably think that it sucks big time, but when you show it to somebody else, they might like it. Just try it out, and ask a friend to give you an honest opinion on it.<br />
<br />
 Or, you can write down a song, then come back to it in about a day or two. By then, you probably will have forgotten how it sounds. (If you still remember, that’s a good sign that it’s a good song!) Listen to it now, and then if you still like it, it’s a keeper. If you don’t like it still, then that probably means it’s not a good one. Keep it anyway, it’s not good to waste songs. You’ll probably find a use for it in the future. I’ve got some songs that I’ve written years ago, but I still haven’t found uses for them.<br />
<br />
 It’s almost mandatory for it to be completely quiet when you are trying to think of songs. Use your eyes to think of new songs, just look around. If you want to think of a sad, emotional song, look at something that reminds you of something sad that happened to you, usually one that wasn’t resolved. If you broke up with your girlfriend and then you got back together, you usually won’t get into the "sad" mood when you think about her. If you really loved your girlfriend, and then she broke up with you because she wanted to date your best friend, then that’s a tragedy. Now, looking at a picture of her will probably bring you a sad song, or an angry song. That’s one of the ways that musicians solve problems in their lives--if they are sad about something, they write a song about it, and they feel a bit better. They express themselves through music. So events in your life can inspire you to write better music. Take my favorite composer Beethoven, for example. He lived a life that was very sad. He was going deaf during his 30s, and became completely deaf. He was insulted at the kids at school because he was "dirty," and "different." He wrote Fur Elise for a woman named Elise. (Get it? Fur = For? Ah, forget it. I don’t speak German either.) He proposed, and she said no. He wrote the moonlight sonata, one of the most beautiful piano pieces ever written, for a Countess named Giulietta Guicciardi. He proposed, but she was married off to a count. The point of that little history lesson was, experience makes you stronger. Use experiences you’ve had to get you into the mood.<br />
<br />
 Of course, I’m not saying that you should cause yourself to experience emotional pain just so you can get the songs. If you are one of the lucky people who haven’t had a sad experience before, then watch a sad movie or something.<br />
<br />
 Like I was saying, look around for inspiration. Watch movies to get you into the mood. If you want an exciting theme, like a battle theme, turn the sound off and watch a fighting movie, or read an exciting comic book. (I suggest the X-Men issues where Onslaught is finally destroyed...I loved those issues!)<br />
<br />
 Usually, when developing a game, the team makes a sample of the game, and then gives it to the musician, so that he can have an easier time thinking of a song. If time is not a problem, I think this is a good thing to do. That way the musician can just look at the game, or screenshots of the game, and think, "what would sound perfect in this situation?" While doing this, make sure to keep a piano or another musical instrument next to you, so once you think of a theme, it can be written down and not forgotten or changed. You want to try to avoid having too much changes made to an original game idea, because usually that change is made so that it can sound more like a song that was already written. Earlier I said that it would be good to make changes to a song a bit, and with a time interval of a few days in between each time you make a change to the song. This is different, because each time you make your changes, there will be a different song in your head, and therefore a different song you are trying to change it to. Yes, I know that you’re thinking, "he’s not right. When I make changes to my songs, I’m not trying to make it into a song I already know." But...subconsciously you are. Don’t ask me exactly how, psychology is only one of my interests, not my career. :-)<br />
<br />
 So, what I’ve basically been saying so far is, get yourself in the right mood. If you’re not in the right mood, don’t force yourself, do what you feel like. To try to get into the "musical" mood, do what I said above, or go to a musical environment. Turn on the radio and listen to the kind of music you want to write--remember this! Don’t listen to music that you’re not planning to write, it’s going to make it ten times harder. If you want to write a sad, instrumental song that plays when a character dies, don’t listen to rap. If you want to write rap, don’t turn on a classical music station.<br />
<br />
 Also remember that creativity improves with practice. If you first start and you can’t even think of one song, just keep trying. As time passes by, you’ll think of songs, and if you work diligently, they will get much better. If you tried once and then gave up, and then tried again a month later and gave up, and then tried again a year later and gave up, you probably won’t be able to come up with good songs. At that rate, it would take years for you to get better.<br />
<br />
 Instrumental music (music without human voices talking or singing) is the kind of music most commonly used in games. If you plan to use human voices (a chorus singing, or somebody rapping or singing, etc.) then keep in mind that you’ll actually have to have somebody perform if you want others to hear the music. You’ll actually have to pay somebody, or you’ll actually have to teach somebody your music. (Unless of course, you plan to sing yourself.) If you only use instrumental music, then all you have to do is have a good synthesizer.<br />
<br />
 I don’t know what creativity is exactly. All I can say is that somewhere deep in your mind, you remember a song or a part of a song, and then depending on what musical mood your mind is set to, it is changed or distorted. Other factors affect how it is affected, like what other songs you are thinking of, what other songs are remembered, etc. Remember, this happens subconsciously, you have no control over it.<br />
<br />
 Writing a song is different for different people. Some people have a very good short-term memory, and so whenever they think of a song, they hear all of the instruments playing in their head, and they write down the part for each instrument. But others, including me, only write down the basic theme and then add to it later. Most people write the basic theme. (How to do this is described in section III of this article.) From there, they add harmony and other instruments, and other musical effects. When I write music, I sit down for about an hour at the piano, and think of one theme. Just one basic theme, once I have it, I write it down, and write down any other themes that I may have gotten. Then I go to the computer, and add more instruments, and let the computer play back my composition to me. Whether I like it or not, I save it, and then I make my changes, like adding other parts. You shouldn’t be composing for more than four hours in a row, non-stop. If you’re on a roll, and can’t stop thinking of more themes, keep going, but you almost always have to take a break. Take a walk, take a bath, anything to get the creative portion of your mind rested.<br />
<br />
 If you absolutely cannot think of themes, there is the last-minute resort, which is writing a variation of another song. This is described in part three of this article series, which I’ll finish writing in a few weeks or so.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>II: Changing an idea into reality</strong></span><br />
 <br />
<span style='font-size: 12px;'><strong class='bbc'>A) Picking a music format</strong></span><br />
<br />
When writing music for a game, you want to make sure that the game players hear exactly what you heard when you wrote the music. For example, say you wrote a sad song where the violins play the main theme and the drums accompany it. It might be possible that the computer will play it wrong, making the drums too loud, the violins too soft, making the song too fast, etc. That would definitely ruin the mood.<br />
<br />
 Such is usually not the case, but with midi files (*.mid) that case is very common. Midi files are just files that tell the computer to play certain notes at certain frequencies, for certain amounts of time. It does this and makes it sound like music. Problem is, that you usually have to be a professional midi programmer to make the midi files sound exactly how you want. Even if you do use a program that makes notes into midi files, you would have to be very experienced in the program if you want the midi file to sound exactly how you want. If you’re not too worried about perfection, or if you are worried about disk space, then go ahead and use a midi for your game. However, if you want perfect music, then continue reading.<br />
<br />
 Come then, and join me, for a healthy new fresh alternative to the tiring artificial sounds of midi files. The alternatives to midi are: Wave files, and MP3 files. There are others, but these two are the most commonly used. For music, MP3 files are used more, Wave files are usually sound effects. Still, your choice.<br />
<br />
 Alrighty, now. MP3 and WAV(wave) files are very space-consuming, so if you’re not worried about that, then you can use these formats. What these are, are usually recordings of actual instruments playing your music. If you have lots of money, then here’s what you can do. Write down the music, then hire an orchestra. (or a band. If you’re only looking to spend under $5000, then try asking the local high school or college band or orchestra.) They’ll play it, and then you record it, and then it is changed into the file you want. Of course, you’ll need high-quality recorders in order to capture the music.<br />
<br />
 To record the orchestra/band’s performance, you would either need it to be professionally recorded at a recording studio, or attach a microphone to the back of your sound card, open your "Sound" program, and record. You could also look for other sound programs that would help you manipulate the file after it is recorded. This usually changes the file into a wav file. There are programs that can also change them into MP3s, if you want.<br />
<br />
 If you don’t want to go through the trouble of hiring a group to play your music, then you can try to do it yourself. You’ll need to get yourself a good synthesizer, or a Wave Table. These are things that play midi files. However, they have pre-recorded sounds installed. So if you play a midi file with these synthesizers, and the midi file says for a trombone to play, you would hear an actual trombone sound playing that midi file. It seems like magic, but it’s really just common sense. Synthesizers are usually expensive. All you have to do now, is record your synthesizer playing the midi file, and then change that into a WAV or MP3. If you’re a programmer, I’ve heard that DirectMusic has a built-in wave table, so if you can program, learn DirectX and DirectMusic.<br />
<br />
 If your computer already has a built in synthesizer that sounds like an actual recording, then don’t assume that all other computers do. My two computers both don’t have a good synthesizer, they just have the same, lame old synthesizer that has obviously artificial sounds. My friends do...why don’t I?<br />
<br />
<span style='font-size: 12px;'> <strong class='bbc'>B) Using the right program</strong></span><br />
<br />
 Sorry, I know that this section should have been here earlier, but it’s too late to change it now. Actually it isn’t, but I’m just too lazy. ;-P<br />
<br />
 Okay, I’ll split this sub-section into two sub-sub-sections: Programs for making midi files, and programs for making sound files.<br />
<br />
<strong class='bbc'> Programs for Midi files:</strong><br />
<br />
 Since midi files are sometimes called "sequences", midi file creators are sometimes called "sequencers." A Hardware sequencer is a sequencer that, well...uses hardware. For example, some electronic midi keyboards can be connected to the computer and then if you have the right program with the right keyboard, you can play and then the program will record what you’re playing into a midi file.<br />
<br />
 A software sequencer usually doesn’t use that. A software sequencer is a program that just allows you to create midi files using the program. It is slower, but I’d say that it’s better.<br />
<br />
 The program that I use is Musictime Deluxe, a software and hardware sequencer. However, the keyboard I have isn’t compatible with this program (the program expects a different type of keyboard,) so I don’t use that feature. The version of it I’m using was actually made for Windows 3.11, and I’m running it on windows 98, but who cares? It works, that’s what matters. The good thing about midi files is they usually don’t require big, expensive programs to create. They just need a musically educated person with a song in his/her head.<br />
<br />
 I’m also pretty lazy, too lazy to update the version that I’m using. Either that or I’m just reluctant to spend the money. It just doesn’t matter which one of those it is, that’s not important. What is important is that I’m not going to change it, and I don’t need to. Music and the way it is written down has stayed the same for hundreds of years, I doubt it’s gonna change now. I don’t even know if they have a new version of Musictime Deluxe anymore.<br />
<br />
 Midi creators like Musictime Deluxe usually have pre-drawn staffs. All you have to do is draw notes, clefs, accidentals, whatever you need, to make music. You usually select what you want to draw (a rest, a note, etc.) from a toolbar or something. They also usually have some way of playing the music that you have written, so that you are able to listen to what you’re creating. Make sure that the program you want to buy has most of these features or more, because they are important.<br />
<br />
 Actually, I don’t even think they make Musictime anymore, because I’ve searched for the program on the internet, and couldn’t find it. So let’s look at other programs we can use!<br />
<br />
 Midisoft Studio 4.0 is a sequencer which I hear is pretty good. Its website is at <a href='http://www.midisoft.com.' class='bbc_url' title='External link' rel='nofollow external'>http://www.midisoft.com.</a> Here are some links which contain sequencers or links to sequencers:<br />
<br />
 <a href='http://www.jazzware.com/cgi-bin/Zope.cgi/jazzware/' class='bbc_url' title='External link' rel='nofollow external'>http://www.jazzware....e.cgi/jazzware/</a> - they make Jazz++, a midi sequencer.<br />
<br />
 <a href='http://www.mooremusic.com.au/software/sequence.htm' class='bbc_url' title='External link' rel='nofollow external'>http://www.mooremusi...re/sequence.htm</a> - links to several software sequencers.<br />
<br />
 <a href='http://mp3.about.com/entertainment/mp3/library/weekly/aa082498.htm?iam=ask&terms=midi+sequencers' class='bbc_url' title='External link' rel='nofollow external'>http://mp3.about.com...midi+sequencers</a> - (long address, eh?) links to more sequencers<br />
<br />
<strong class='bbc'> Programs for WAV files:</strong><br />
<br />
 Wave files and MP3 files are both very common, and so most sound programs support both types. However, since Wave files are more commonly used, I’ll only discuss wave file manipulation programs here. If I get enough requests for it, I guess I’ll discuss MP3 manipulation in another article.<br />
<br />
 A moderately good program that comes with Windows is the "Sound" program. (usually named "sndrec32.exe") It doesn’t support the .mp3 format, but it does let you manipulate wave files. Like I was saying earlier, if your computer doesn’t have a built in microphone, then as long as you have a sound card, there still is a way to record things. Just buy a high-quality connector. Then look on the back of your computer, where the sound card should be. Usually, by the place where the speakers are connected, are places you can plug a microphone in. Simply put, it’s in the back of your sound card. If your microphone is the wrong size and doesn’t fit, then find an adapter that will make it fit.<br />
<br />
 Some sound cards come with the computer and don’t allow this stuff, if so, then find out how you can connect a microphone to your computer.<br />
<br />
 Anyway, connect it, and then run your Sound program. Now turn on the microphone, click the record button, and then check if it records. If it does, you’ve got the right plug. If not, try again.<br />
<br />
 Okay, so that sound program is a pretty good sound manipulation program, and it comes free with most computers. If you like to spend money, you can go ahead and get some programs that aren’t free. Actually, if you plan to make the game sound professional, I would suggest doing that: buy a sound program. The programs which you have to pay for usually are the best, and that is especially true in this case. Other programs let you do so much things that the free program doesn’t.<br />
<br />
 An example of these is "Sound Forge XP." This program is very good for SFX, but can be used for music, too. I’ve never tried this before, though.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>III: Writing the basic theme of a song</strong></span><br />
<br />
Let’s continue, shall we? Now I’m going to talk about how to write a basic theme and then how to change it into a song.<br />
<br />
 When you want to write a song, rarely does the opportunity come when you have an entire song, completed, in your head. (with all instruments, notes, etc.) So what most of us do is, write down the basic theme of a song first. Download the file attached to this article. This is a midi file I’ve made with musictime. As you can see, it’s just a basic theme, it’s VERY basic. This is the kind of thing that you should write down. Anyway, to get an idea of how basic it is, let’s look at the notes:<br />
<br />
<p class='bbc_center'><em class='bbc'><a class='resized_img' rel='lightbox[d83c66e4842b4075818ec8633cfbc26f]' id='ipb-attach-url-3054-0-52428200-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=3054" title="Image34.gif - Size: 1.78K, Downloads: 44"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-26546500-1307733705_thumb.gif" id='ipb-attach-img-3054-0-52428200-1330208485' style='width:250;height:29' class='attach' width="250" height="29" alt="Attached Image: Image34.gif" /></a></em></p><br />
 Man, that’s basic. The basicness of it is so basic, that it basically is basic. Anyway, the next step, after you have decided the theme, is to change it into what you want. In the next article of this series, I will talk about how to write chords to harmonize and make things sound how you want. For now, we’ll try to change this theme without all that stuff. Okay, let’s say that I wanted to change this into a fast, exciting battle song. I would first add a snare drum to play in the background, because that makes it seem like a battle. Then, I would make the theme play a lot faster. Finally, I would add other instruments to harmonize it and make it sound how I want. (More on this in the next article.) Click here to download mid2.mid. This file is the basic theme, changed into a more exciting, faster song.<br />
<br />
 Now, let’s say you wanted to change it into a sad, slow song instead. Well, you can do that too. Click here to take a listenin’ to the file mid3.mid. This is the basic theme we came up with above, except changed into a sad song. Of course, this isn’t a complete song, but it should give you an idea.<br />
<br />
 Anyway, that was just to show you how to write a basic theme. Time for me to take a break. In a few weeks, I’ll finish part III of this series, which will talk about how to write variations on songs, and how to harmonize notes. So if you want to know how I changed that basic theme into some songs, you’ll understand after reading part III. Will there be a part IV...maybe even a part V? Because I’ve already got ideas on what to write for those, like how to use DirectX to play music, or advanced musical notation. Will they be written? Email me if you want it!]]></description>
		<pubDate>Wed, 21 Jun 2000 10:19:22 +0000</pubDate>
		<guid isPermaLink="false">14c1633ad4334a68c87e6ce4b737e775</guid>
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	<item>
		<title>Writing Game Music : Part I</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/writing-game-music-part-i-r1010</link>
		<description><![CDATA[The music for a game is very important. It sets the mood for the game, and does so much more. Without the music, it will be a lot harder to get the game player to get into the game. In almost every game development team I've been in, the musician was the one hired last, which really should not happen. As I see it, a good game has three basic parts: the programming, the sound, and the art. The sound is split up into two parts, the sound effects, and the music. Usually, for a small project, the sound effects creator and the music creator are the same person. But when you're hiring for a project, you must make sure your game has people that can provide those basic elements. In this article, I'm going to talk about how to create the music.<br />
<br />
 In an article of this size, I cannot explain absolutely everything about music. This article will be a lot easier for you if you already know how to read music. But in case you don't know anything about writing music, then I'll try to get you started. I'll explain how to read basic music, something most other music articles don't do. Soon I'll write part II of this article, which should explain how to come up with music ideas. (Ain't I just a great guy?)<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>I: Notes and Rests</strong></span><br />
 <br />
<span style='font-size: 12px;'><strong class='bbc'>A: Basic Notes</strong></span><br />
<br />
Music is basically made of different notes. These notes each have a different pitch and are held for a certain amount of time. So, in theory, that's basically what you're reading when you look at a sheet of music: what pitch to play the notes at, and how long to play them. Of course, another important factor is in music, which is volume, but I won't get into that, as that's kind of advanced.<br />
<br />
 As you can see, there are different kinds of notes:<br />
<br />
<p class='bbc_center'> <a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2984-0-56207000-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2984" title="Image15.gif - Size: 2.21K, Downloads: 43"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-51935300-1307708960_thumb.gif" id='ipb-attach-img-2984-0-56207000-1330208485' style='width:250;height:118' class='attach' width="250" height="118" alt="Attached Image: Image15.gif" /></a> </p><br />
 There are also sixty-fourth notes, but we don't need to get into that. Okay, just by looking at what kind of note it is, you will be able to tell how long each note is held. The whole note is held for four beats. The half note is held for two beats. The quarter note is held for one beat, the eighth note is held for 1/2 beat, the sixteenth note is held for 1/4 beat, and the thirty-second note is held for 1/8 beat. The only time these values are different is when the bottom number of the time signature is something other than four, but you don't need to worry about that.<br />
<br />
 See how the eighth note and everything below that have flags? Whenever you have two or more notes with flags that are next to each other, you can combine their flags together. Let's say you had two eighth notes, one sixteenth note, two thirty-second notes, and one eighth note, in that order. It would look something like this:<br />
<br />
<p class='bbc_center'> <a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2985-0-56220500-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2985" title="Image16.gif - Size: 1.22K, Downloads: 40"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-02757400-1307709175_thumb.gif" id='ipb-attach-img-2985-0-56220500-1330208485' style='width:131;height:55' class='attach' width="131" height="55" alt="Attached Image: Image16.gif" /></a></p><br />
 Now, say you want something else, like you want to hold a note for three beats. Hmm...the half note is held for two beats, and the quarter note is held for one beat, but there's nothing for three beats. Fear not my people, there is a way. Just use a tie, which is a curved line that connects the two notes:<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2987-0-56232800-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2987" title="Image17.gif - Size: 1.01K, Downloads: 35"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-95199000-1307709234_thumb.gif" id='ipb-attach-img-2987-0-56232800-1330208485' style='width:62;height:58' class='attach' width="62" height="58" alt="Attached Image: Image17.gif" /></a></p><br />
 And now, when you play this, it will be held for three beats.<br />
<br />
 Even with a tie, there still is a combination you can't make...what if you want a note to hold for 1/3 beat?!?!? No, don't panic yet, there's still a way. Just change the note into a triplet. To change a note into a triplet, just put a "3" above or below the note or the group of notes. When a note becomes a triplet, it becomes 2/3 of its original value. For example, if you make a half note into a triplet, that triplet becomes worth 4/3 beats. (a half note is originally worth 2 beats, so 2 multiplied by 2/3 is 4/3.)<br />
<br />
 The most commonly used triplet is the eighth note triplet. Three eighth note triplets equal one beat. So here are three eighth note triplets:<br />
<br />
<p class='bbc_center'> <a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2988-0-56244600-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2988" title="Image18.gif - Size: 1.04K, Downloads: 33"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-93819900-1307709253_thumb.gif" id='ipb-attach-img-2988-0-56244600-1330208485' style='width:64;height:55' class='attach' width="64" height="55" alt="Attached Image: Image18.gif" /></a></p><br />
 Or, you could have put three different 3's, one over each note. It's easier to put it over the group, though. There's a problem to watch out for, though. Say you want to put one 3 over a group of notes to make them triplets. It only works when the group of notes are connected by their flags. Once again, here's a picture for you for an example:<br />
<br />
<p class='bbc_center'> <a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2989-0-56256400-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2989" title="Image19.gif - Size: 2.9K, Downloads: 43"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-08328800-1307709280_thumb.gif" id='ipb-attach-img-2989-0-56256400-1330208485' style='width:250;height:89' class='attach' width="250" height="89" alt="Attached Image: Image19.gif" /></a></p><br />
 You've got to be super-specific with these music people. If you accidentally spill some ink and put a dot to the right of a note, you could mess things up. How? Well, that's dotted notes. If you put a dot to the right of a note, then the note becomes worth more beats. It becomes worth one half of the original note plus the value of the original note. So if you put a dot to the right of a whole note, it becomes worth six beats. Instead of dotting the whole note, you could just tie together a whole note and a half note, but the dot is a feature of music you can use, just in case you get lazy. Oh, and limit two dots per note. If you put two dots, then the second dot adds one half of the value of the dot. So if you double dot a whole note, it would be worth seven beats. (4 + 2 + 1.)<br />
 <br />
<span style='font-size: 12px;'><strong class='bbc'>B: Rests</strong></span><br />
<br />
Alright, now let's move on a bit, and start talking about rests. Whenever you see a rest, it's the opposite of a note, it tells you not to play. So then, rests have beats. Here are some kinds of rests:<br />
<br />
<p class='bbc_center'> <a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2990-0-56268100-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2990" title="Image20.gif - Size: 1.96K, Downloads: 41"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-36389200-1307709314_thumb.gif" id='ipb-attach-img-2990-0-56268100-1330208485' style='width:250;height:46' class='attach' width="250" height="46" alt="Attached Image: Image20.gif" /></a></p><br />
 Just like the notes, the whole rest is worth four beats, half rest is two beats, quarter rest is one beat, eighth rest is 1/2 beat, sixteenth rest is 1/4 beat, and thirty-second rest is 1/8 beat.<br />
<br />
 So once again, when you see a rest, you don't play for that amount of time. If you see a whole note and then a quarter rest and then a quarter note, it means play for four beats, rest one beat, then play for another beat. Soon you'll learn how to find out the pitch of the note to play, but for now let's ignore that.<br />
<br />
 For rests, basically the same rules apply as with notes. You can't use ties on rests, but you can put dots to the right of rests, and you can make them into triplets. (why would you want to tie two rests together anyway? A quarter rest tied to another quarter rest means the same as if those two weren't tied.)<br />
<br />
 Yaaay! We're done with notes and rests! Now let's go to the staff.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>II: The Staff</strong></span><br />
 <br />
<span style='font-size: 12px;'><strong class='bbc'>A: Measures and the Staff</strong></span><br />
<br />
The staff is what all music is put on. It consists of five horizontal lines. The staff is split up into sections called measures. The vertical lines that separate measures are called measure bars. Here's a staff split up into three measures:<br />
<br />
<p class='bbc_center'> <a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2991-0-56281800-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2991" title="Image21.gif - Size: 1.17K, Downloads: 42"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-20463500-1307709347_thumb.gif" id='ipb-attach-img-2991-0-56281800-1330208485' style='width:209;height:72' class='attach' width="209" height="72" alt="Attached Image: Image21.gif" /></a></p><br />
 That's nothing so far, but oh well. Now, notes are put on this staff, and depending on which note or space of the staff the note is put on, is the pitch of the note.<br />
<br />
 Each different pitch has a letter name. The different letter names go from A-G, A being the lowest, and then they start all over. So the order of note pitches goes A, B, C, D, E, F, G, A, B, C, etc. Each line and space on the staff represents a pitch. Which line represents which pitch depends on what clef the staff has. Here are the two basic kinds of clefs:<br />
<br />
<p class='bbc_center'> <a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2992-0-56294000-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2992" title="Image22.gif - Size: 2.32K, Downloads: 35"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-27522400-1307709369_thumb.gif" id='ipb-attach-img-2992-0-56294000-1330208485' style='width:250;height:149' class='attach' width="250" height="149" alt="Attached Image: Image22.gif" /></a></p><br />
 Take about a day to memorize these. There are ways to remember them, such as from down to up, on the treble clef, the spaces are "egbdf", or "Every Good Boy Does Fine". The spaces, from down to up, spell FACE. With the bass clef, from down to up, the spaces spell out "Great Big Dogs Frighten Animals", and the spaces spell "All Cows Eat Grass." There are thousands of ways to remember them, you can make up your own. On the staff, the higher up you go, the higher the pitch.<br />
<br />
 What if you want a note that's not within reach of the clef? What if you want to reach an A pitch that's higher than the treble clef? Then you put a leger line. A leger line is a short line that acts as a sort of extension for the staff. Here's a picture of a few staffs with leger lines.<br />
<br />
<p class='bbc_center'> <a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2993-0-56306000-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2993" title="Image23.gif - Size: 1.64K, Downloads: 39"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-90529400-1307709394_thumb.gif" id='ipb-attach-img-2993-0-56306000-1330208485' style='width:194;height:90' class='attach' width="194" height="90" alt="Attached Image: Image23.gif" /></a></p><br />
 Can you tell what notes these are? Let's take a look at the first note. Okay, the first line on the bottom is an E, and since that note is two pitches below the E, it must be a C. (The space between the leger line and the "E" counts as a note, too. That space is a D.) In order, those notes are: C, B, C, G, A, and G.<br />
<br />
 The first note on that picture is a special C. It's not like the other C's, it's a special note known as "Middle C." On the Bass clef, the middle C is one leger line above the staff. (I'd draw a picture of it, but don't you think we've got too much pictures already?)<br />
<br />
 <span style='font-size: 12px;'><strong class='bbc'>B: Accidentals</strong></span><br />
<br />
 Okay, take a deep breath and let's move on. There are some pitches in between those pitches, like one in between C and D, etc. To get to those, you either sharp or flat a note. Making a note sharp moves it up, and making it flat moves it down. A sharp looks like a number sign ( # ) and a flat looks like a lower-case letter b. Just write those symbols before the note. So A# (A sharp) is the note in between A and B. It can also be called Bb(B flat). A note that has been sharped or flatted (or is that "sharpened" and "flattened"? I have no idea.) is called an Accidental.<br />
<br />
 So, that in mind, here's the notes, in order from lowest to highest:<br />
 [indent]<blockquote><span style='color: #4169E1'><strong class='bbc'>A A#/Bb B C C#/Db D D#/Eb E F F#/Gb G G#/Ab A</strong></span></blockquote>[/indent] As you can see, some pairs of notes don't have a sharp or flat note in between them. So then what happens when you sharp or flat those notes? Nothing different happens, it still moves up. So if you wrote down the note B#, it would be the same as writing down C. If you wrote the note Fb, it would be the same as writing E.<br />
<br />
 On a piano, each key represents a note. The C closest to the center of the piano is the middle C. To tell which key is which on the piano, look at the black keys. The black keys are the sharps and flats. The pattern of black keys and no black keys goes, black key, black key, no black key, black key, black key, black key, no black key, and starts all over. So look at the piano, and you'll see the pattern: two black keys, no black key, and then three black keys. The white key to the right of the two black keys is a C. So here's a piano with the notes written on it:<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2994-0-56318600-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2994" title="Image24.gif - Size: 3.5K, Downloads: 41"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-28247100-1307709480_thumb.gif" id='ipb-attach-img-2994-0-56318600-1330208485' style='width:250;height:77' class='attach' width="250" height="77" alt="Attached Image: Image24.gif" /></a></p><br />
 Calm down, you're not going color-blind, I made the white keys red on purpose, so that the green text would show better.<br />
<br />
 Whenever you make a note sharp or flat, all of that same note stays sharp or flat until the end of the measure. So if you make an A flat, and then you write that note again in the same measure, that second A would also be flat. But if you write it again in another measure, it won't be flat, you have to make it flat again.<br />
<br />
 If you don't want a note to be affected by a note before it, then use the natural sign, which looks like a L and an upside down L put together. Here's some music with sharps, flats, and naturals:<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2995-0-56331000-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2995" title="Image25.gif - Size: 1.9K, Downloads: 34"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-95547700-1307709498_thumb.gif" id='ipb-attach-img-2995-0-56331000-1330208485' style='width:250;height:69' class='attach' width="250" height="69" alt="Attached Image: Image25.gif" /></a><br />
</p><br />
 And that sign to the left of the third note is a natural sign. So in order, these notes are: E, Eb, E, D#, E, B, D, C, A. (Try to play it--it's the first few notes of Beethoven's "Fur Elise!")<br />
<br />
 Yaay! Only one more thing to go, then we're done with this section! And that one thing is....time signatures. (Shudder)<br />
<br />
 Actually, time signatures aren't that hard. It is just two numbers at the beginning of each song that shows how much beats are allowed in each measure. You've probably seen them, it's one number on top of the other. Here's a time signature:<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2996-0-56343100-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2996" title="Image26.gif - Size: 1.23K, Downloads: 37"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-48038000-1307709523_thumb.gif" id='ipb-attach-img-2996-0-56343100-1330208485' style='width:94;height:84' class='attach' width="94" height="84" alt="Attached Image: Image26.gif" /></a></p><br />
 The top number shows how much beats are allowed in each measure. So in this case, only four beats total are allowed in each measure. The bottom number, is what kind of note receives a beat, or you could say it's how much beats the whole note gets. It's usually at four. If you change it, all values change. For example, if the bottom number is changed to 8, then all values are multiplied by two: The whole note is worth eight beats, the quarter note is worth two beats, the half rest is worth four beats, et cetera. I suggest that you start off writing only fours in the bottom number, as you get better at music, you can try experimenting with different values. (By the way, the time signature 4/4 is the most commonly used one, it's also called "common time.")<br />
<br />
 And that's it! To make sure you've got it, here's a short piece of music. Get to a piano and try to play this song, it should sound familiar.<br />
<br />
<p class='bbc_center'><a class='resized_img' rel='lightbox[21f1b2b8a34843e3bc68c1f3e0779daf]' id='ipb-attach-url-2997-0-56355300-1330208485' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=2997" title="Image27.gif - Size: 2.2K, Downloads: 34"><img src="http://public.gamedev.net/uploads/monthly_06_2011/ccs-8549-0-96635800-1307709558_thumb.gif" id='ipb-attach-img-2997-0-56355300-1330208485' style='width:250;height:53' class='attach' width="250" height="53" alt="Attached Image: Image27.gif" /></a></p><br />
 See the notes that have one on top of the other? That means for that beat, you play both of those notes at the same time. Two or notes played at the same time like that is called a chord.<br />
<br />
 Great! Now that you know how to write basic music, you can start writing your own. Buy a program like Musictime, or some other program that uses the standard music notation system. Usually those programs will let you put notes on predrawn staffs and then play back the music for you. Most also let you change the music into a midi file, so that you can then use them in your game.<br />
<br />
 In part II, I'll talk about how to expand your musical creativity—how to come up with your own songs. Any questions, suggestions for future articles, or comments, email me at Pitech@hawaii.rr.com.]]></description>
		<pubDate>Wed, 17 May 2000 19:30:33 +0000</pubDate>
		<guid isPermaLink="false">a1a2c3fed88e9b3ba5bc3625c074a04e</guid>
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	<item>
		<title>A Beginners Guide to Csound</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/a-beginners-guide-to-csound-r907</link>
		<description><![CDATA[<span style='font-size: 18px;'><strong class='bbc'>Introduction</strong></span><br />
<br />
This article originated as a post to the Csound mailing list. It is my attempt at explaining how to use the basics of Csound to a beginner. To use Csound two different files need to be created. An orchestra file and a score file. These files are text files and are usually called <strong class='bbc'>myfile.orc</strong> and <strong class='bbc'>myfile.sco</strong>. If the reader is familiar with MIDI the following analogy may be helpful. The Csound orchestra corresponds to a sound module and the Csound score corresponds to a MIDI file. The orchestra file describes the type of sound to be produced and the score file handles the notes.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>The Orchestra</strong></span><br />
<br />
The orchestra starts with a header which is followed by a list of instruments. The header tells what the sample rate of the sound file will be, what the control rate is, how many channels the sound file will have (mono, stereo, quad). Following is a typical header:<br />
<br />
<pre class='prettyprint'>sr=44100 ; Sample Rate<br />kr=22050 ; Control Rate<br />ksmps=2  ; sr/kr As far as I know this is always the case<br />nchnls=2 ; 1=mono, 2=stereo, 4=quad</pre>Everything following a semicolon on the same line is a comment. The header is followed by one or more instruments. A simple instrument follows:<br />
<br />
<pre class='prettyprint'>instr 1          	; Instrument 1 begins here<br />aout  oscil 10000, 440, 1  ; An oscillator<br />  	outs  aout, aout 	; Output the results to a stereo sound file<br />  	endin            	; Instrument 1 ends here</pre>Every instrument starts with <strong class='bbc'>instr #</strong> and ends with <strong class='bbc'>endin</strong>. Each line has a single command or <em class='bbc'>opcode</em>. The main command in this instrument is the <strong class='bbc'>oscil</strong> opcode. Every opcode has zero or more variables on the left side of the opcode and zero or more parameters on the right side depending on the opcode. The <strong class='bbc'>oscil</strong> opcode is a simple oscillator. The first parameter for <strong class='bbc'>oscil</strong> tells how loud the signal should be, in this case 10000. (Note that 16 bits of digital audio translates to about +/- 32000 so that's the maximum loudness) The second parameter for <strong class='bbc'>oscil</strong> tells what the frequency of the oscillator is, in this case 440 cycles/sec. The third parameter tells the waveform or table of the oscillator. The waveforms are generated in the score which I will discuss later. The result of the oscillator is stored in the variable aout. The <strong class='bbc'>outs</strong> opcode takes what is in the variable aout and generates some type of output from it. Output is often generated as a sound file although it is possible to generate output in real time so that a Csound instrument could be played from a MIDI keyboard.<br />
<br />
 <span style='font-size: 12px;'><strong class='bbc'>Variables</strong></span><br />
<br />
 There are several types of variables used in Csound. The above instrument uses one variable "aout". The first letter of the variable usually tells what kind of variable it is. The letter "a" means audio rate and "k" means control rate. Variables usually start with an "a" or a "k". Be careful not to give them the same name as an opcode. Variables starting with the letter "i" are initialized to a value when the instrument is started and do not usually change. There are also some special "p" variables or parameters. The "p" values are supplied by the score. The first three p parameters have a special meaning.<br />
<br />
 p1 is the instrument number.<br />
<br />
 p2 is the time the instrument starts.<br />
<br />
 p3 is the duration of the instrument.<br />
<br />
 p4, p5, p6 etc. can be used for different things. They send values from the score to the orchestra.<br />
<br />
 Usually an instrument only knows about the variables between the <strong class='bbc'>instr</strong> and the <strong class='bbc'>endin</strong> opcodes. Sometimes you may wish to send a signal from one instrument to another. Global variables are varibles which can be accessed by any instrument.Global variables begin with gi, gk or ga. There are also some special global variables sr, kr, ksmps, nchnls which I described earlier.<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>The Score</strong></span><br />
<br />
There are two different events typically found in a score. They are the tables and the instrument events. Following is a simple score which could be used with the above orchestra:<br />
<br />
<pre class='prettyprint'>;Table# Start TableSize TableGenerator Parameter  Comment<br />f1  	0 	16384 	10         	1      	; Sine<br /><br />;Instrument# Start Duration<br />i1       	0 	1</pre>First I'll discuss the call to the instrument. The i indicates that it is an instrument event. The 1 (p1) means to call instrument number 1. The next number (p2) is 0. This tells when the instrument should start playing. The third number (p3) is the duration in this case 1 second. These values can be accessed in the instrument as p1-p3 respectively.<br />
<br />
 Next consider the waveform function table (f). There are five numbers on this line. The first number is the number the table will be referenced by in the orchestra. The second number is the time at which this table becomes available to the orchestra. The third number tells how many samples are in the table. The fourth number tells which <strong class='bbc'>GEN</strong> routine to use to generate the table. In this case <strong class='bbc'>GEN</strong> routine 10 is selected. Any following numbers on this line are used by the <strong class='bbc'>GEN</strong> routine to control what is generated. <strong class='bbc'>GEN 10</strong> with a 1 as its only parameter generates a sine wave. Other <strong class='bbc'>GEN</strong> routines can be used to generate square, triangle or many other shapes, including reading in user supplied samples.<br />
<br />
 Many opcodes make use of tables. The table number is given to the opcode as one of its parameters. In the simple orchestra above the third parameter tells <strong class='bbc'>oscil</strong> which table to use for its waveform. The third parameter is a 1 so table 1 (sine wave) is used.<br />
<br />
 One drawback of this orchestra/score is that it only plays one pitch at one volume. Following is a more versatile orchestra/score.<br />
<br />
<pre class='prettyprint'>; ORCHESTRA<br /><br />sr=44100 ; Sample Rate<br />kr=22050 ; Control Rate<br />ksmps=2  ; sr/kr As far as I know this is always the case<br />nchnls=2 ; 1=mono, 2=stereo, 4=quad<br /><br />   	instr  1                 	; Instrument 1 begins here<br />iamp   =  	p4                	; Amplitude<br />ifqc   =  	p5                	; Frequency<br />itabl1 =  	p6                	; Waveform Table<br />aout   oscil  iamp, ifqc, itabl1	; An oscillator<br />   	outs   aout, aout        	; Output the results to a stereo sound file<br />   	endin                    	; Instrument 1 ends here<br /><br />; SCORE<br />;Table# Start TableSize TableGenerator Parameter Comments<br />f1  	0 	16384 	10         	1     	; Sine<br /><br />;Instrument#(p1) Start(p2) Duration(p3) Amplitude(p4) Frequency(p5) Table(p6)<br />i1           	0     	1        	10000     	440       	1</pre>This does the same thing but more control has been moved to the score. That way you can play a variety of notes by just making more "i" entries in the score. For example:<br />
<br />
<pre class='prettyprint'>; Instr  Sta  Dur  Amp  Freq  Table<br />i1   	0	1	2000 330   1<br />i1   	1	1	4000 440   1<br />i1   	2	1	6000 600   1<br />i1   	3	1	8000 660   1</pre> In this case a variety of volumes and pitches are generated. There is one more problem. There is a loud click at the end. That is because there is no amplitude envelope. The sound just ends abruptly rather than ramping down smoothly. To add an envelope use the following instrument:<br />
<br />
<pre class='prettyprint'>instr  1         	; Instrument 1 begins here<br />idur   =  	p3        	; Duration<br />iamp   =  	p4        	; Amplitude<br />ifqc   =  	cpspch(p5)	; Frequency<br />itabl1 =  	p6        	; Waveform<br /><br />; Attack Decay Sustain Release Envelope<br />kamp   linseg 0, .1, 1, .2, .8, p3-.5, .8, .2, 0<br />aout   oscil  iamp, ifqc, itabl1              	; An oscillator<br />   	outs   aout*kamp, aout*kamp            	; Output the results to a stereo sound file<br />   	endin                                  	; Instrument 1 ends here</pre>This uses the <strong class='bbc'>linseg</strong> opcode to add an envelope to the sound. The opcode <strong class='bbc'>linseg</strong> generates a series of line segments defined by a list of levels separated by times. In this example it starts at a zero level then ramps to a level of 1 in the first .1 second. During the next .2 second the level decays to .8. The level stays at .8 until .2 second before the end of the note and then drops to zero. Also introduced in this instrument is a pitch to frequency convertor <strong class='bbc'>cpspch</strong>. Rather than specifying the frequencies directly Csound makes use of a system where the whole number portion specifies the octave and the decimal portion specifies the semitone within the octave. The opcode <strong class='bbc'>cpspch</strong> converts from this format to the frequency.<br />
<br />
 The following score introduces a shorthand system commonly used in Csound scores. The "<strong class='bbc'>.</strong>" in the same column under an event field indicates that the current instrument should have the same value as the previous instrument. Note that both events should refer the same instrument. A "<strong class='bbc'>+</strong>" in the <em class='bbc'>start time</em> column indicates to start this note after the previous note has finished. Dots in the start time column <em class='bbc'>after</em> a plus symbol indicate to play the notes in sequence for example the following score plays four notes in sequence.<br />
<br />
<pre class='prettyprint'>; Instr Sta Dur  Amp  Freq  Table<br />i1  	0   1	2000 7.00  1<br />i1  	+   .	4000 7.02  .<br />i1  	.   .	6000 7.04  .<br />i1  	.   .	8000 7.05  .</pre><br />
<br />
<span style='font-size: 18px;'><strong class='bbc'>Conclusion & More Information</strong></span><br />
<br />
I have introduced some simple orchestra and score files and some simple opcodes and score events. This should be enough information to get a beginner started using the Csound program. Sometimes Csound behaves in a way which you do not expect. This usually requires a deeper understanding of the internal workings of Csound. When I started using Csound I set out to learn one opcode every couple of weeks. Often it would turn out that when I was accomplishing something in a clumsy or difficult fashion there was an opcode that already accomplished this task elegantly. Good luck on your journey into a fascinating world of sound experimentation.<br />
<br />
 There are some other excellent online tutorials:<br />
<br />
 Csound Primer <a href='http://www.sfu.ca/sca/Manuals/Csound/CsoundIndex.html' class='bbc_url' title='External link' rel='nofollow external'>http://www.sfu.ca/sc...soundIndex.html</a><br />
<br />
 Eastman Csound Tutorial <a href='http://www.esm.rochester.edu/onlinedocs/allan.cs/' class='bbc_url' title='External link' rel='nofollow external'>http://www.esm.roche...edocs/allan.cs/</a><br />
<br />
 The Csound Front Page <a href='http://www.leeds.ac.uk/music/Man/c_front.html' class='bbc_url' title='External link' rel='nofollow external'>http://www.leeds.ac....an/c_front.html</a><br />
<br />
 Dave Phillip's page has some good links: <a href='http://www.bright.net/%7Edlphilp/linux_csound.html' class='bbc_url' title='External link' rel='nofollow external'>http://www.bright.net/~dlphilp/linux_csound.html</a>]]></description>
		<pubDate>Wed, 19 Jan 2000 19:20:09 +0000</pubDate>
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		<title>In the Mind of a Game Musician</title>
		<link>http://www.gamedev.net/page/resources/_/creative/music-and-sound/in-the-mind-of-a-game-musician-r904</link>
		<description><![CDATA[Ever played a game with bad music? Maybe you liked the game anyway, but it could have been a lot better if the music had been good. I'm going to start this article by giving you a short example of how big an influence music can have on your imagination. Imagine a cute, smiling doll sitting on a white, wooden chair matching the doll size. The music you hear is very happy and cute. You can almost imagine the sun shining in... <em class='bbc'>isn't it lovely?</em><br />
<br />
 Now, stop that score and replace it with music that sounds twisted. Perhaps it sounds like a frightened choir is singing in a basement, with reverberating dripping-sounds and strings constantly playing at a very high pitch and the bass instruments playing at a very, very low level. Now, the doll isn't smiling because it's happy, it's smiling because <strong class='bbc'>it's thinking how fun it would be to kill you</strong>! Just waiting for you to fall asleep!<br />
<br />
 But it's still the same picture! It isn't the music itself that creates this scary feeling, since you didn't hear any. The music starts to play with your imagination. The primary purpose of game music -like it or not- isn't to be hit-music (well...maybe sometimes it is anyway...). Sometimes, if the music works correct, it's hardly noticed! That's the difference between "ordinary" musicians and game musicians -the game musician must be able to compose a much bigger perspective of styles, while the "ordinary" musicians manages OK with just one or two styles.<br />
<br />
 <br />
<strong class='bbc'><span style='font-size: 18px;'>New Project</span></strong><br />
 <br />
When the first contact between developer and musician is made, the musician should get as much info as possible about the project. This allows the musician to evaluate how much he/she wants to be paid for the total amount of music the project will require, and to plan how he/she will do it. The payment/payment-ways varies a lot depending on many different factors, these factors can be:<br />
 <ul class='bbc'><li>How much time the musician have to compose. Short time = higher charge.</li><li>How much music the developer requires.</li><li>Complexity of making the music required.</li><li>Method of publication (shareware, full-scale game etc)</li><li>Estimated number of copies sold</li></ul> If the amount of music required could be composed by one person alone within the deadline, it's wise not to contact a whole company. (That is if there is more than one person working in the company. :] ) Since the company has many mouths to feed, it will charge you much more than a single game musician will!<br />
<br />
 The worst thing is when game developers, after completing 95% of their game, suddenly says, <em class='bbc'>"Hmm ... Maybe we should start thinking about what music we need"</em>. This should be planned from the beginning so that the musician has plenty of time to get to know the game and it's theme. The musician could even read through some of the design document, maybe see some graphics, discuss some stuff with the development team etc. etc. In the design document there should be a list of all the music tracks required in the game! The game music shouldn't be seen, as something just thrown together or as an after thought. In fact, the music is a very important part of a game!<br />
<br />
 <br />
<strong class='bbc'><span style='font-size: 18px;'>Getting Started</span></strong><br />
 <br />
Alright, the negotiations between developer and musician are finished and it's time for the musician to start composing. I'm now facing an empty screen...<br />
<br />
<p class='bbc_center'> "<em class='bbc'>OK ... Where do I begin?</em>"<br />
</p><br />
 First, I get some samples, instruments or whatever I choose to use, matching the style of the music I plan to compose. Now, I usually start composing the thing that is most characteristic of the piece I have in mind. For example, if the score is going to be used to accompany marching soldiers, I do the drums first. If this doesn't work, I sometimes play around with the sounds that I have chosen until something comes up and gets my creativity flowing. Once it does, I just go with the flow and compose as much as I can until I get too tired. If this "flow" doesn't occur in about half an hour or so, it's useless "wasting" energy on not getting anything done, so I take a short break and try later.<br />
<br />
 Another way to get inspired is from a feeling or a picture created in your mind or from the atmosphere or events in the game, which the music is composed for. This is a very effective way, at least from my experience!<br />
<br />
 Sometimes I wake up in the morning feeling creative and the rest of the day is spent composing. But if I don't, this is my best advice to get one of those "creative days" :<br />
<br />
 First, get at least <strong class='bbc'>8 hours</strong> of sleep. Then have a good breakfast. That will give you and your brain energy. Next, get some fresh air. Maybe take a walk. (Meditation also has an outstanding effect). Usually when I have done this I'm in perfect condition to start composing!<br />
<br />
 One common thing among people working with music and/or sound engineering is their bad health.<br />
<br />
<em class='bbc'> Better health = better music!</em><br />
<br />
 <br />
<strong class='bbc'><span style='font-size: 18px;'>The Two "C"s</span></strong><br />
<br />
Creativity, and Concentration.<br />
<br />
 If possible, before I begin, I try to "isolate" myself from all other forms of music other than the music I'm going to compose. The length of time for the "isolation" varies from person to person. Some think a few days is enough, other game musicians about 2weeks. And then there are people who don't do it at all. I'm sure the result is great anyway, but from my experience, "isolation" improves the result, but isn't necessary for all people. The "isolation" also helps you to avoid unconscious use of stuff you have heard in other music. Nowadays, you can get sued if something in your music reminds someone of a score done by someone else, like, maybe even 5 years ago. It's almost impossible to compose music which doesn't sound like a song composed by someone else, and people can almost always say like: <em class='bbc'>"Hey, that sounds just like that song played on the radio last week"</em>.<br />
<br />
 Almost getting out of track here...let's go back to the importance of concentration. It is very important to keep 100% focused while composing. Not being disturbed or distracted by anything around you helps a lot! This gets easier if you:<br />
 <ul class='bbc'><li>Get the equipment in order.</li><li>Clean up the room.</li><li>Turn off all electric equipment except the equipment used (of course).</li><li>Take phone off the hook and make sure that you don't get interrupted by any sudden noise (That is, if you're not waiting any calls)</li><li>I usually fade the light down just enough to see what I'm doing.</li><li>Make sure you have all the things you need around you, so that your concentration wont be disturbed by having to go and get something in another room.</li><li>Wear comfortable clothes!</li></ul> When I'm in a period of composing (which I usually am), sometimes when I'm sleeping or just falling asleep, I hear great music. Maybe you're thinking, "yea, that's exactly what happens to me too!" ... and I would like to explain why this occurs. When you concentrate strongly on something in your daily life and you are brainstorming for some good ideas, you might have many good ideas, but somewhere you might encounter a creative block. Later, when you are falling asleep or when you are sleeping, this block seems to disappear. When you are asleep, your brain works at lower frequency. This grants you better access to your memory and thereby increases the possibilities for creativity and imagination. The brain works in four known wavelengths, which correspond to different states of awareness:<br />
 <ul class='bbcol decimal'><li>Beta frequency,(<em class='bbc'>14.0-28.0 Hz</em>) characteristic for activity, concentration, awareness. Human's day-to-day consciousness. Stress also occurs here.</li><li>Alpha frequency, ( <em class='bbc'>7.0-14.0 Hz</em>) Relaxed state with emotional balance. Remembering things is much easier here than in the day-to-day consciousness.</li><li>Theta frequency, (<em class='bbc'>3.5-7.0 Hz</em>) Deep relaxation. The access to our subconscious "databank" is big. This state gives us better access to your memory and thereby increases the possibilities for creativity and genius. This is also called a hypnotic state. This is also the state were we can get aware of our dreams and so-called paranormal experiences. We are in this state just before we fall asleep. This can explain why we, when we are falling asleep, suddenly come up with a brilliant idea or maybe we hear some music in our head.</li><li>Delta frequency, (<em class='bbc'>0.3-3.5 Hz</em>) A state of unconsciousness or sleep. Unconsciousness state.</li></ul> As we can see from above, our most creative state is reached when our brain works in theta frequency. A little trick is to keep a block and a pen or a tape recorder, near the place you sleep. As soon as you get music in your head, you just record or write it down. Usually, after an hour or so, this music you have in your head is lost, if you didn't write it down or record it!<br />
<br />
 These deeper states of relaxation aren't just reachable when falling asleep. Meditation and brainwave stimulators can help you reach these states.<br />
<br />
 <br />
<strong class='bbc'><span style='font-size: 18px;'>Composing Steps</span></strong><br />
<br />
When I compose music, I (almost) always do it in the following "steps":<br />
<br />
 <span style='color: #000080'><em class='bbc'>Step one</em>: </span>I compose all the basics in the music, just like a sketch. I don't do anything in detail. I usually just make a simple rhythm, simple chords etc. I make the "skeleton".<br />
<br />
 <span style='color: #000080'><em class='bbc'>Step two</em>: </span>I go into the finest little detail, such as making the drums more complex (if needed), vary the chords a bit more, adjust panning, Volume and effects. Adjusting small details in the lead, making intro and outro or looping-point. Maybe adding some more instruments/samples/ and even sound effects to the music. At this step I work pretty much with the stereo-impression.<br />
<br />
 <span style='color: #000080'><em class='bbc'>Step three</em>: </span>Polishing the song. Changing very small details. I might let other people listen to get some feedback. I do small things like naming the song etc, etc.<br />
<br />
 <span style='color: #000080'><em class='bbc'>Step four</em>: </span>I don't listen to the music for a period of time. That time can be from one day to two weeks depending on how much time I have (During this time I start to compose other music, if there is any.) When that time has passed, I listen again, with a "new ear" and then I might hear things I didn't notice before.<br />
<br />
 The song is finished =)<br />
<br />
 <br />
<strong class='bbc'><span style='font-size: 18px;'>Test Your Music</span></strong><br />
 <em class='bbc'><br />
What the listener hears isn't always what the composer heard while he/she composed the music!</em> Most of the listeners use ordinary PC-speakers while the composer usually uses speakers with a much wider frequency-range. <br />
<br />
Example:<br />
Frequencies used in song: <em class='bbc'>30Hz-18Khz</em><br />
<br />
 The musician's speakers handle <em class='bbc'>20Hz-20Khz</em><br />
<span style='color: #000080'>He/she heard all sounds</span><br />
<br />
 The listeners PC-speakers handle <em class='bbc'>50Hz-15Khz</em><br />
<span style='color: #000080'>Some sounds comes outside the frequency-range of the speakers and the listener doesn't hear everything.</span><br />
<br />
 To make sure it sounds correct with ordinary PC-speakers is very important since it's what <em class='bbc'>8 out of 10</em> listeners use! It's impossible to make the music sound right on all speakers, but the listener has no idea of how the music is <em class='bbc'>supposed</em> to sound so the only one who really can tell the difference is the composer. ;)<br />
<br />
 <br />
<strong class='bbc'><span style='font-size: 18px;'>Music Formats</span></strong><br />
<br />
 I just feel like mentioning my preferred music formats.<br />
<br />
 Besides <strong class='bbc'>.wav</strong> format, which is good when the music is going to be played from an ordinary audio-CD, one of my favorite formats is the <strong class='bbc'>.MP3</strong> format. The best feature about it is that it uses full CD-quality (16bit, 44.1Khz, stereo) and that the size is very small for the resulting high quality sound.<br />
<br />
 Another format which is very useful is all the different module formats (<strong class='bbc'>.IT .XM</strong> etc). The quality is no longer any problem, like it was in the old AMIGA-days when the <strong class='bbc'>.mod</strong> format was used. Then, the quality was only 8 bit, and used only 4 channels, but still, the music back then sometimes sounded too good to be true compared to what the format handled.<br />
<br />
 Nowadays, the <strong class='bbc'>.mod</strong> formats have been replaced by the <strong class='bbc'>.IT</strong> and <strong class='bbc'>.XM</strong> format which handles full CD quality, and up to 32 channels (<strong class='bbc'>.IT</strong> handles 64, but most soundcard have a maximum of 32) but the biggest advantage of this format is that it sounds exactly the same on ALL computers!<br />
<br />
 <br />
<span style='font-size: 18px;'><strong class='bbc'>Final Words</strong></span><br />
<br />
Never underestimate the power of music in your game/production. The game music shouldn't be viewed as something just thrown in to the game. In fact, the music is a very big part of the game!<br />
<br />
 That's all folks!]]></description>
		<pubDate>Tue, 18 Jan 2000 09:58:15 +0000</pubDate>
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