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Found 175 results

  1. Royalty Free Music for Game Developers If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees." To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content. That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture. How to Download To begin, simply choose a category of music from the list on the website linked above: Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this: Click a song to listen to it, and click the down arrow to download the song, it's that easy! Licensing & Copyright Information If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on https://jordanwinslow.me/royaltyfreemusic" or simply "Music Downloaded from https://jordanwinslow.me/royaltyfreemusic" If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form. Downloading Free Royalty Free Music for your YouTube creations has never been so easy! View full story
  2. Royalty Free Music for Game Developers If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees." To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content. That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture. How to Download To begin, simply choose a category of music from the list on the website linked above: Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this: Click a song to listen to it, and click the down arrow to download the song, it's that easy! Licensing & Copyright Information If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on https://jordanwinslow.me/royaltyfreemusic" or simply "Music Downloaded from https://jordanwinslow.me/royaltyfreemusic" If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form. Downloading Free Royalty Free Music for your YouTube creations has never been so easy!
  3. Hey I have recently put together a small portfolio with the intention of going to developers to try get freelance work producing music for video games. I am after some constructive criticisms and maybe a reality check as to weather my music is even close to good enough to present to developers asking for paid work. Link to portfolio: https://cmarshallost.wordpress.com/ Ill appreciate any feedback and advice, thanks.
  4. Chadlee

    Arigato

    What's up everybody. The last time I posted here I got some very valuable feedback on a track. I also said I would come back when I had made something significantly better. This is it. Im still new to this (less than a year) and appreciate any listens or comments. Peace
  5. Over the last 1.5yrs, I've worked with my colleagues on Melodrive, an AI music engine that enables people with limited to no musical skills to easily create highly adaptive music. The music engine uses AI to generate music from scratch, in realtime. The music smoothly transitions between different emotional states. We're planning on releasing the engine for free to indies. This means that indies can quickly get a soundtrack, which is more dynamic than anything that exists today on the market - composers included! We’ve just released four Melodrive tech demos. These showcase Melodrive's AI music potential across a range of experiences from VR to music branding. You can download the demos directly from our website here: http://melodrive.com You can also sign up to become an alpha tester. Hope this may be of interest to you!
  6. Hello All, Well we are wrapping everything up nicely for release. We are looking at August 21st as the absolute last day to submit to Apple. Shooting for sometime next week for submitting. Will let everyone know when we submit. My wife, Sarah, is still recovering in the hospital. She was set to come home today but is down 2 bags of blood so she needs to get a transfusion. So hopefully tomorrow she will be back home. There was a ton of work done on the game. It has been extremely rough for me emotionally. I’ve had my real downs. Creating and working on this game is definitely therapy for me. I completely understand why musicians and artists turn to there work as therapy, it really does work. If I didn’t have this and my kids I would be an absolute wreck. My kids keep me focused and remind me that they need me as much as I need them, they are definitely a rock for me right now. We had a surprise that happened this week. As I was spending the night with my wife in the hospital we were presented with the opportunity to have legendary Dale North compose the in game music. If you do not know of Dale North please check him out here: dalenorthmusic.com He is extremely talented and has worked on a lot of well known video games. We are blessed to have him on our game and I cannot wait to hear what he has for me and share it with you all. More to come!! Luis will still be creating the game’s sound effects as previously announced. Here is the changelog: Dale North will be doing the music for the game!!! Added Chapter 2 game over screen now if you get game over from any room in chapter 2 you get the appropriate game over screen MFI Controller Compatible!! Working Great on my Nimbus, very excited about this. Secret Rooms for Chapter 2 have been created, tested, and added. Testing complete for Chapter 2 (This took a good amount of time as I was very thorough) lots of bugs fixed thanks to beta testers as well New and probably last test build was submitted to test flight you can now dodge enemies and fireballs when you roll you are invincible during the first half of the roll this little change makes a huge difference in the mechanics very fun and helpful to roll around and dodge Player now kicks out dust when they roll Adjusted the lighting on all Chapter 1 dark rooms Corrected splash page Completed Intro of Boss (Chronic) in Chapter 2 Chronic is now fully animated and the room layout is complete! adjusted the boss’s multiple health max (yes there are multiple spots it has different health) Changed text boxes to contextual based text boxes now the background of the text box will look like the interactive object great visual seeing how this is the way you will learn the story added a subtle glowing star above the paper as a visual tell so you can identify where they are added a red type color to the text on the sign. After going through every type of color this was the only color that you could easily see that was closest to the color palette used in the game. Fixed a bug with the pickups spawned from grass on Chapter 2 not being centered added smoke effect when the Doors and Gates are destroyed IAP created, tested, verified, and working don’t have the finished graphics for this yet so just a test button placeholder being used for supporting us for the cost of .99 cents (less than a coffee) we give you 50 coins in return and a huge thank you! 50% of all proceeds we will donate to DanaFarber for cervical cancer research! Here is a quick video just showcasing some of the changes made and the additions without spoiling anything to much. I need some of this to be a surprise! Thank you and please let us know your thoughts, comments, criticism, etc. View the full article
  7. Hi! I need a sound artist for creating bg, sfx, etc for games in a small startup company. What qualification or skills should I search for? What software should he/she know? Is there anything else he/she should know when creating BG music, sfx, etc? Any tips before I start searching?
  8. Hello future and present game designers! I've researched into this topic and even had an interview with a well-known composer about whether I should attend a music school. Acquiring the knowledge, contacts, and confidence in music makes attending one seem like a good choice. Also, would my school of choice matter in this decision? In my case, the University of Southern California is the more accredited school for video game designers, but the University of Irvine is closer to home (where I won't have to move away). Any advice is appreciated. Thanks.
  9. Hi guys new to the forums and am looking forward to meeting some new people Doing music for games is something I would really like to do one day but for the moment I would like some feedback on my music and ways to improve it. Any constructive criticism would be appreciated, I enjoy doing ambient styled music and soon going to start teaching myself to read music and have lessons on composing theory. Also I know this is a game dev forum but are collaborations quite common here? Emerald Eyes.mp3 walking around part 2.mp3
  10. laurikoivisto

    Music Adventure game music

    Hi, i've been re-scoring (muting the original audio and composing music on top of that) game trailers for a few months now and I seem to like composing music for adventure games. Here's my playlist (RiME, Adventure Works, Talewind etc.) Thanks, Lauri
  11. Bastard Town Studios is looking for a composer! We are a small team of 4 admins/devs and 26 artists, writers, and programmers. We're currently in search of someone who can play and compose music, focusing on a "cute and creepy acoustics" vibe. Please contact me for more information if you're interested in the project!
  12. MiniAlfa

    Horrible soundtrack

    I am now making an soundtrack for my game, but halfway i realized me it was horrible. Can somebody please give me some tips to improve it Ps: i have used Bosca Ceoil to make it. Pss: I'm not english, so don't get upset about my english 1.wav
  13. Hi,my name is Kamil and i'm a composer from Poland. I would love to make a soundtrack for an interesting game. Link to my soundcloud: https://soundcloud.com/kamil-dybek-592676685You can contact me via email: kam.dyb1@gmail.com
  14. Hi everyone, I'm looking for feedback on an epic, Gothic piece inspired by the soundtracks of high fantasy medieval games like Dark Souls. This is my first attempt at composing for more than solo piano. Let me know what you think!
  15. These samples are royalty-free and can be used in television and radio broadcasts, film or video productions, video games, web promos, music tracks, commercial audio and/or visual productions. You can download the free sample pack at Bluezone Corporation (on the main page, scroll to bottom, registration not required): www.bluezone-corporation.com
  16. These samples are royalty-free and can be used in television and radio broadcasts, film or video productions, video games, web promos, music tracks, commercial audio and/or visual productions. You can download the free sample pack at Bluezone Corporation (on the main page, scroll to bottom, registration not required): www.bluezone-corporation.com View full story
  17. nsmadsen

    Ouija: Board of Fortune

    Ouija: Board of Fortune is one of the recent slot games SGI released which features my music and sound design. So often I have to write in an upbeat, peppy, happy manner, so it’s refreshing when I get to take a stroll on the dark(er) side of things! The artwork has a very gothic feel with a supernatural undercurrent so I wanted my music to give a sense of foreboding, slight dread mixed with action. Check out the demo here: My friend Logynn B. Hailey did the artwork and I thought she killed it! You can see more of her artwork here: https://www.behance.net/logynn-b-hailley. You can play the slot currently on the Goldfish App: https://www.facebook.com/GoldFishCasinoSlots/ and it will be out on other SGI casinos in the future. Feedback, as always, is completely welcomed! Thanks!
  18. Hi devs, i want to pick your brains. I’ve noticed that people get a hard-on everytime someone says they made 1000 songs that you can use for free. Problem here, at least to me, is that devs don’t learn to work with the composers and the lack of interactive music on their games. Games should have music that lives and breathes along with the decisions player makes (Explore-→ Combat etc.). Another thing is cohesion. If you take a bunch of random music, it doesn’t have a cohesion. Player has nothing to hold on to. Of course you can repeat the same song but then repetition fatigueness comes a problem. For films and games, at least those which’ve made properly, have themes that you may carry for years and it reminds you of the game. Kind of like marketing. Think of Zelda or Star Wars. You can remember the themes they have even if you haven’t played/watched them in years. TL;DR What is the function of music in your games? Is it necessary evil to fill the empty sound field? Do you think memorable themes belong to the past or do you think it’s part of the immersion? Thanks, Lauri
  19. VociferousMusic

    Sharing my work with you

    Hi people, I am new to this website, I recently got attention to this and I thought I would become a part of this community. Today, as a start-off, I would like to share my previous work with you. If that was not obvious yet, I am a music composer. I already started to produce music since I am a child, and my life goal probably is to start a real career in regards to it. In the past, I used to produce much of electronical music, mostly related to Techno or other sub-genres, that belong to EDM. Since I was not successful with it (apart from moderately high views on YouTube), I started to change my style of music and eventually found much interest in the orchestral scene, which leaded to many different sub-genres, even other music genres, I personally would tag under Jazz. To my fortune, I already succeed to compose music for an online game. However, this game is rather small and has a very small playerbase, so I would consider this as a little fulfilled side-goal, to fresh-up my career. I am very glad to tell, that I already found a bigger movie studio, that is interested in taking me to become their music composer. I basically will be responsible for the entire soundtrack of a movie, which will be shown in the cinematics, which in my opinion even might be the real breakthrough, and probably the best career chance I ever will meet. However, this movie project will start in the future and I still have space of a few years of scope for other projects. But now to the music I would like to share with you! Here are some of my latest works. Note: Every soundtrack (covers included) was completely created by myself without any samples involved of other's or original work. Cinematic Music Forgotten Legend - Tags: Orchestral, Dramatic, Emotional, Powerful, Epic, Hero, Fantasy, Action Fiasco - Tags: Orchestral, Dramatic, Powerful, Epic, Fantasy, Action, Trailer Goddess Amanda's Reach - Tags: Orchestral, Dramatic, Powerful, Fantasy, Action The Eternality - Orchestral, Tags: Powerful, Emotional, Sci-Fi, Fantasy, Uplifting The Beast Within - Orchestral, Tages: Powerful, Thriller, Trailer, Scary, Mystery, Epic, Dramatic, Dark The Bliss - Tags: Orchestral, Fantasy, Uplifting, Hero, Powerful, Emotional, Symphony Magical Winter - Tags: Symphony, Jazzy, Emotional, Fantasy, Orchestral Other Music (Non-electronical) Spooky Adventure - Tags: Jazz, Funny, Cartoon-ish, Swing Spooky Ambience - Tags: Calm, Swing, Jazz, Ambience Haunted House - Tags: Cartoon-ish, Jazz, Mystery, Spooky, Orchestral Mystic Valley - Tags: Ambience, Epic, Emotional, Scary, Dark Covers / Remakes Skyrim Main theme - Tags: Orchestral, Epic, Uplifting, Action, Fantasy, Powerful, Dramatic Super Mario 3D World: Bowser's World - Tags: Jazz, Swing, Dark, Orchestral Hall of the Inferno (Soundtrack from 'The last Airbender') - Tags: Orchestral, Percussions, Powerful, Epic, Dramatic I would be more than glad to receive some feedback about my work. I never get enough of that. It really helps me a lot to know what people think, I am good at, and where some improvement is needed. I could provide you even more examples, but some of the soundtracks are not uploaded yet. I might do another people, where I will add another couple of soundtracks. But for now, thank you all for listening to my music! Best regards, Vociferous Music
  20. Tashawn Nicholas

    Help Boosting MIDI Volume

    It's been about 15 years since I made music. Back in those days I would make my songs strictly out of MIDI using RealityGM or CHAOS Soundfont libraries. Over the past 15 years I've slowly collected a variety of instruments, VSTs, Plugins for FLStudio and samples. Now that Im finally making music again (with horrible chord theory now ) I'm noticing my sound quality is better and much louder using these Plugins and VST. Everything except MIDI. How can I boost the sound of MIDI samples in FLStudio or boost the sound of my whole song in post production without distorting or ruining anything? Any feedback on the songs is welcome too. You can be harsh. Here are examples of what I'm making today. Notice the sound is at a decent level that matches most streaming services. These are using 85% VST and samples. Most of my volumes are 25 - 50%. https://soundcloud.com/tashawn-nicholas/clashing_draft?in=tashawn-nicholas/sets/me https://soundcloud.com/tashawn-nicholas/relay-point?in=tashawn-nicholas/sets/me https://soundcloud.com/tashawn-nicholas/d03?in=tashawn-nicholas/sets/me Now here is my trouble song. Its lead instrument is a MIDI instrument. It is RealityGM flute. Its volume is MAXED. All of my other instruments are around 10 - 15% volume. If they get any louder they drown out the lead instrument. https://soundcloud.com/tashawn-nicholas/pipes?in=tashawn-nicholas/sets/me NOTE: These differences in volume mostly show themselves in car speaker systems and headphones. Not so much on laptop speakers or standard PC speakers.
  21. After really thinking about it, the method I've used to play MP3 wasn't the most flexible, so after re-working it out, I've decided to stream the music directly in a Unity AudioClip. This way, the audio goes through an audio mixer form which I can easily apply filter to... I was also able to cross-fade between two music track. I've also put the sound loading onto another thread, making the audio loading run in the background rather than clogging up the main thread. Also, it's easier to use the 【 VaporMaker】with the Unity Audio system... I can even add more wacky filters over it to make those songs more VAPORWAVE than ever.
  22. The Indie Devs Nation is now very pleased to finally announce the release of the version 2.0 of the acclaimed Colossal Game Music Collection on the Unity Asset Store, a truly massive update featuring more than 2 GB of outstanding new game music taken from 20 five star rated music packs (rising the total size to an unbelievable 5 GB!). This new update took more than 6 months to finish and features diverse high-end music in such genres as Action, Emotional, Apocalyptic, Asian, Heavy Metal, Adventure, Sci-Fi, Casual, Piano and more! While this collection was already the biggest and most complete of its type, the 2.0 version now makes it absolutely unrivalled in both size and quality! The greatest news, however, is that, not only has the collection remained nearly at the same price, but we are also having a very special intro sale, selling it with 60% OFF for a very short period of time. So make sure to grab it while you can! Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/88190 Track previews: https://soundcloud.com/t-i-d-n-music/sets/colossal-game-music-collection Here's the full list of packs included: - Action Music Vol. II - Adventure Music Vol. I - Heavy Metal Vol. II - Apocalyptic Music Vol. I - Medieval Music Vol. I - Sci-Fi Music Vol. II - Asian Music Vol. I - Emotional Music Vol. I - Casual Music Vol. I - Action Music Vol. III - Piano Music Vol. II - Fantasy Music Vol. I - Horror Music Vol. II - Heavy Metal Vol. I - Sci-Fi Music Vol. I - Chiptunes Vol. I - Piano Music Vol. I - Action Music Vol. I - Rock Music Vol. I - Horror Music Vol. I
  23. The Indie Devs Nation is now very pleased to finally announce the release of the version 2.0 of the acclaimed Colossal Game Music Collection on the Unity Asset Store, a truly massive update featuring more than 2 GB of outstanding new game music taken from 20 five star rated music packs (rising the total size to an unbelievable 5 GB!). This new update took more than 6 months to finish and features diverse high-end music in such genres as Action, Emotional, Apocalyptic, Asian, Heavy Metal, Adventure, Sci-Fi, Casual, Piano and more! While this collection was already the biggest and most complete of its type, the 2.0 version now makes it absolutely unrivalled in both size and quality! The greatest news, however, is that, not only has the collection remained nearly at the same price, but we are also having a very special intro sale, selling it with 60% OFF for a very short period of time. So make sure to grab it while you can! Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/88190 Track previews: https://soundcloud.com/t-i-d-n-music/sets/colossal-game-music-collection Here's the full list of packs included: - Action Music Vol. II - Adventure Music Vol. I - Heavy Metal Vol. II - Apocalyptic Music Vol. I - Medieval Music Vol. I - Sci-Fi Music Vol. II - Asian Music Vol. I - Emotional Music Vol. I - Casual Music Vol. I - Action Music Vol. III - Piano Music Vol. II - Fantasy Music Vol. I - Horror Music Vol. II - Heavy Metal Vol. I - Sci-Fi Music Vol. I - Chiptunes Vol. I - Piano Music Vol. I - Action Music Vol. I - Rock Music Vol. I - Horror Music Vol. I View full story
  24. The Indie Devs Nation is now very pleased to finally announce the release of the version 2.0 of the acclaimed Colossal Game Music Collection on the Unity Asset Store, a truly massive update featuring more than 2 GB of outstanding new game music (rising the total size to an unbelievable 5 GB!). This new update took more than 6 months to finish and features diverse high-end music in such genres as Action, Emotional, Apocalyptic, Asian, Heavy Metal, Adventure, Sci-Fi, Casual, Piano and more! While this collection was already the biggest and most complete of its type, the 2.0 version now makes it absolutely unrivalled in both size and quality! The greatest news, however, is that, not only has the collection remained nearly at the same price, but we are also having a very special intro sale, selling it with 60% OFF for a very short period of time. So make sure to grab it while you can! Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/88190 Track previews: https://soundcloud.com/t-i-d-n-music/sets/colossal-game-music-collection
  25. Vaporwave is synonymous with music. It is primordial that music must be spot on... But with recent takedowns of Vaporwave classics, let's just say that I'm less eager to have sampled Vaporwave included: I don't want that to spoil an otherwise perfectly good game. So I'm probably gonna ship the game with sample-free Vaporwave, made by yours truly. However, that's not the end of it. I'm going to let the user play their own Vaporwave if they like. That way I can secure myself from any takedown possible. I'm also going a step further and created the 【 VaporMaker】 Unity and audio As you're probably aware, Unity can play audio assets that are imported into the UnityEditor. This approach only works with packaged audio, however. This means that we need another way to play external files. There's a utility class that can be used to play any sound file from anywhere: WWW . This class is used to do simple HTTP requests and catch its results. If we use the "file://" protocol, we can actually load a file from the player's local machine. And what's more, is that there's a nice method for getting audio clips: WWW.GetAudioClip Cool, let's use that. WAIT, WHAT!?! MP3 ARE ONLY SUPPORTED ON PHONES!?!? That's no good... The workaround So, you're telling me that mp3, the most universally available file format, is not compatible with Unity's audio system? Yes. It appears so... Due to licences issues, Unity cannot be shipped with an MP3 decoder. Which is really weird, but we can't really do anything about it. Thankfully, Unity has C# and .NET, which are one of the most used tools nowadays. I'm pretty sure that there exists a way to fix this. Enter NAudio. NAudio NAudio is a .NET library that can load and play most audio files. This is really useful because we can then use that library rather than Unity's Audio system. NAudio is compatible with Unity, which is a big plus for us. Of course, we'll need to do a bit of fix around, but it's nothing really hard. NAudio is just a .dll. It's just a matter of dropping it in our Asset repository and voilà: you can now use NAudio in our scripts. Here's the little blog post I've followed if you're interested. Reading metadata Listening to mp3 is fun and all, but I also want the player to know which song is playing. Things like song title, artist, album title and even, if I can, the album cover... Most of the time, these pieces of information already exists within the .mp3 file itself as metadata. This is how, for example, most media players are able to display the album cover of a song. Similarly, this is also how some applications are able to group songs of the same album together. Depending on the used metadata convention, they are either at the very beginning of the file or at the end and can take many forms. We won't need to open a byte stream and manually seek these metadata ourselves. There's already plenty of libraries that are able to do that for us. Funny enough, the solution I've chosen came from the Linux world. Let me introduce you to Banshee. Banshee is an open source media player not unlike iTunes. It can manage one's music collection and play them. This program is written in C#, which coincidently is the same language as our favourite engine... The library responsible for reading such metadata in Banshee is called TagLib#. With a little bit of tinkering, we can include TagLib# in our Asset repository, making good use of it. After creating a UI element containing the metadata, here's the result: (The blurriness is part of the art style, trust me) The 【 VaporMaker】 Now we have both the data and the playback. But I'm not satisfied. Managing the music As you may (or may not know), Vaporwave is basically slowed downed music. Some artist chooses to keep the editing at a minimum, while some add a lot of butter on top, but it all boils down to slowed downed music. The idea I have is to let the player create their own Vaporwave to be used in the game by putting some mp3 file in a special folder. These files will be played at a slower speed than usual, thus creating some rudimentary Vaporwave. Although the idea is simple, NAudio itself doesn't come with such functions... However, they DO have a post on the subject. Basically, we'll add SoundTouch, an open source sound manipulation library. Although written in C++, we can still call its native function with the wrapper given by the post. One drawback is that we'll need to supply native .dll libraries for all platforms if it's doable. A few extra resources (Like a mac and Linux installations) are needed for this if you want multi-platform support, but nothing really hard. (If all fails, you can just copy/paste the source code and fix things here and there) So by following along the source code, we can add the required files in our Asset repository. Easy as pie. Once everything is set up, we'll just need to plug that VarispeedSampleProvider class into our mWaveOutDevice instead of the mVolumeStream like so (if you follow along that blog post I've referenced earlier) private void LoadAudioFromData(byte[] data, bool isVaporMaker) { MemoryStream tmpStr = new MemoryStream(data); mMainOutputStream = new Mp3FileReader(tmpStr); mWaveOutDevice = new WaveOut(); if (!isVaporMaker){ mVolumeStream = new WaveChannel32(mMainOutputStream); mWaveOutDevice.Init(mVolumeStream); } else { mSpeedControl = new VarispeedSampleProvider(WaveExtensionMethods.ToSampleProvider(mMainOutputStream), 100, new SoundTouchProfile(false, false)); mSpeedControl.PlaybackRate = 0.75f; mWaveOutDevice.Init(mSpeedControl); } } When we'll play the song, it'll play at any speed we specified by the PlaybackRate property of the VarispeedSampleProvider instance we constructed. Managing the art I've could have stopped there, but I STILL wasn't satisfied. I wanted to make a clear distinction between normal custom music and any piece that went through the 【 VaporMaker】. To do so, I've decided to change the album cover for something more vaporwave. When I fetch the album cover for vaporized songs, I actually map each pixel by their lightness to a gradient of two colours. I've also made those colours members of the MonoBehaviour so that they are available in the UnityEditor. TagLib.File file = TagLib.File.Create(filepath); TagLib.IPicture pic = file.Tag.Pictures[0]; Texture2D text = new Texture2D(2, 2); text.LoadImage(pic.Data.Data); for (int x = 0; x < text.width; ++x) { for (int y = 0; y < text.height; ++y) { float h,s,l; ColorExt.RGBToHSL(text.GetPixel(x,y), out h, out s, out l ); text.SetPixel(x, y, Color.Lerp(m_vaporMakerDarkCoverColor, m_vaporMakerLightCoverColor, l)); } } text.Apply(); Afterwards, when the UI displays the album cover of the vaporized song, it will use the funky artwork rather than the original one, Here, take a look: With all of this, I'm sure that this feature will be popular, If not only for the ability to play our custom music.
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