• Advertisement

Search the Community

Showing results for tags 'Music'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • GameDev Unboxed

Categories

  • Game Dev Loadout

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Topical
    • Virtual and Augmented Reality
    • News
  • Community
    • GameDev Challenges
    • For Beginners
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams

Blogs

There are no results to display.

There are no results to display.

Marker Groups

  • Members

Developers

Developers


Group


About Me


Website


Industry Role


Twitter


Github


Twitch


Steam

Found 95 results

  1. The Emotional Music Vol. I pack focuses on beautiful and esoteric orchestral music, capable of creating truly emotive and intimate moods. It features detailed chamber strings, cello and piano as the main instruments, resulting in a subtle and elegant sound never before heard in video game royalty-free music assets. The pack includes 5 original tracks, as well as a total of 47 loops based on these tracks (long loops for simple use and short loops for custom / complex music layering). Unity Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/107032 Unreal Engine Marketplace link: https://www.unrealengine.com/marketplace/emotional-music-vol-i A 15 seconds preview of each main track is available on Soundcloud:
  2. Hey guys! First post here So like the post title reads, I'm looking for some feedback on a few electronic tracks as well as some advice on where to begin with networking (specifically, contacting indie devs about getting some music placed without coming off as a lame solicitor). I've seen a few "work" sections on this site and other similar ones, but none of them really seem to have anything remotely helpful in terms of music - or maybe I just suck at using the search tool? I've also taken to twitter and acquired a fair amount of followers, but I'm not getting the results I want, mainly being conversations with people who are working on games (even minimal budget indie games) about scoring. Any helpful advice would be greatly appreciated! And lastly, here are three tracks I'd really appreciate some feedback on! Mostly about mix and composition. I know the master levels are a little low, and I prefer to keep it that way and retain full dynamic range. Thank goodness the loudness wars are over haha. Tension track: https://soundcloud.com/spacepengu/farewell-sleep Guitar & synth track: https://soundcloud.com/spacepengu/guitar-synth Chill / relaxing electronic track: https://soundcloud.com/spacepengu/chill-space-92816-439-am Thanks so much guys, looking forward to reading your replies!
  3. Hello, I am working on a game that I expect will occupy me for some years to come. I'm currently in the process of adding game content and am looking for some custom songs for the project. If you're up for the task I am interested in one or two loop-able songs that have an eerie quality about them. Here is a link to an old Genesis game. At 1:17 and on in the video you can hear the first of two distinct songs that are a bit eerie. If you're interested It just send me a message. Thanks
  4. Hi there, my name is Erim, I am by profession a music producer and sound engineer who also has experiencing in composing working for the BBC, 55 Pixels and various other independent game developers. Following the success of my recording studio (recording bands and solo artists) I have been looking to set aside some more time to get back into game composing. I have put together a Youtube video showcasing some of the work I have been commissioned to compose over the last few years. At this moment in time to build a portfolio I am happy to compose for free. I have 2 fully functioning recording studios, with some of the best software instruments and effects on the market. If you feel I can help with your project, please do not hesitate to get in contact, i am very friendly Composing showcase below :). www.erimahmet.com - my web page Kind regardsErim Ahmet
  5. Hi all. I just wanted to pose a question on this forum: When you have writer's block in creating your music, what strategies in the past have helped you overcome them? Hopefully, your responses can help others surmount their own creative blocks. As far as me, nothing beats good old exercise. I don't like sitting and focusing for too long on one project, so jumping around (when I'm alone at the house) keeps me focused for more creativity.
  6. 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.
  7. Hi, for a long time I wanted to write something like this: a flamboyant "final fight" track with broad, heroic themes swirling above driving ostinati. https://soundcloud.com/dustin-naegel/battle-of-the-champions http://www.soundclick.com/bands/page_songInfo.cfm?bandID=674265&songID=13676086 Originally this piece belongs to the score I wrote for a student film project realised many many years ago. The music was produced via a MIDI-based digital sequencer and of course orchestral sample libraries. Unfortunately, the London Symphony Orchestra was just too busy at the moment for a recording session. While the last bars in asymmetrical 7/8 meter surely feel a bit overloaded (with syncopated choir fills and such), I am quite happy with the overall arrangement and the final mix. But maybe I am a little bit biased since I listened to it too often and it's just chaos to your ears... If you have some hints on how to improve the mix, sound, orchestration etc. please feel free to let me know. Best regards, Dustin
  8. Hi there, I'm a complete newbie and have no idea how to start getting my name out there. I have been producing instrumental music for 2 years posting mainly to my soundcloud account and I need some guidance into what my next step should be. Anyone with experience have any advice for me? any and all feedback would be greatly appreciated. https://soundcloud.com/jaymar-11 https://soundcloud.com/jaymar-11/evergreen-haze https://soundcloud.com/jaymar-11/pressurize https://soundcloud.com/jaymar-11/trance-bandit-lets-jam https://soundcloud.com/jaymar-11/01the-journey-new-game Also did a few Undertale remixes Sans:https://soundcloud.com/jaymar-11/sans-lament-megalo-remix
  9. I'm currently working on algorithmically developing music for hobby & beginner game developers and am trying to find out how game devs decide on and source music when making a game. I'd really appreciate it if any of you could complete this short survey that would help me form my aims & requirements: http://bit.ly/2CiOn2v Massive thanks in advance!
  10. Hi everyone, My company is looking for high quality casual/music mobile games to buy/invest. Our budget is $10,000 - $200,000. For details, please send me a private message if you are interested. Thanks
  11. Hello, I am a final year University Student at SSR in Manchester studying Music Production. I am looking to expand my skills as a Music Composer where I'd like to produce music for an Action Game or Adventure Game Game Trailer. I have various skills in producing music on DAWS such as recording on Protools, Logic and Ableton to name a few. My skills go as far as Mastering and Recording bands to producing Electronic Dance music using various pieces of Hardware and VST's. My thoughts and ideas on this project are that I would like to collaborate with someone who produces games of this style or anything similar. As I am building a portfolio of work this would be a great opportunity for me to gather some experience when working alongside someone within the Games Industry. If anyone would be interested in collaborating, please inbox me or reply on this thread. I hope to hear from you all soon. Best regards, ''Themusician''
  12. The first question every rhythm-game developer asks himself: “Should my gameplay actually be powered by music?” If the answer is yes and it’s not enough for the developer to have just visual scene feedback to playing music, the second question appears: “Should I give the player possibility to upload his own track to play”? Sure, you can have the same question in the first case too, but only if your gameplay is really affected by music the answer is crucial for you. Because giving player ability to upload his music means to spend resources on developing custom music analyzer and level generator and also on wide genre testing and tuning. Delegate-level creation to Steam Workshop community doesn’t seem like a good idea till you don’t have the community itself. We understood that program sound analyzer is a rather popular task, though still not trivial and trying to solve it with our small studio is the responsible decision. And we still could not resist adding this killer-feature, allow a player to crush souls to the rhythm of his favorite song. Rhythm is center of our gameplay. So-called BPM(beats per minute) with its frequency you move your head to cool track. But if you want to build your game around the rhythm you should get it first. Music for the game engine is only set of samples he can play and some information about them.BPM extraction is not a new task - even if you ignore rhythm games, DJ equipment manufacturers and digital audio workstations developers have done a great job in this area. And still after all these achievements they often delegate rhythm detection to human. - tap CUE button to the beat and CDJ will catch it We reviewed a lot of materials before came up with the solution that worked for us.Music is complex soundwave, the vibration of air in your room, in the club or between your headphones membrane and eardrum. Transformation of these vibrations to something melodic and rhythmic (what our brain does automatically) requires some calculations. Most part of these calculations is Fast Fourier Transform that converts the complex sound signal to the sum of sinusoids with certain frequencies and amplitudes. For those who can’t understand in what way curve from school connected to sound we will explain: the sound wave of sinusoidal form is the simplest timbre familiar to anyone. Phone line ringing for example. The frequency of this sine is sound pitch and amplitude is volume. Here are some FFT for different sound waveforms for illustrative purposes: Of course for music resulting frequency spectrum will be much more complex - all over the range it will have some frequencies. If you remember any music spectrum analyzer (people often call it wrong: equalizer) you will understand what we are talking about. This is the clear picture of what sound look after Fast Fourier Transform. - the loudness of frequencies from lowest to highest (left to right)Thanks to the game engine that made this transform for us we can work with music like with the array of samples (number of these samples per second depends on quality and compression) that gives us information about all the sounding frequencies at every moment of the record. So we have several tasks to solve with help of this data.First and main task - BPM extraction. Almost every in-game parameters and values are linked to the rhythm - from enemies spawn and move speed to animations playback speed and combo behavior. To extract rhythm we should first understand what it is. Usually, by beat we mean start point of the short repeated musical piece. Looping of this piece determines main song tempo. Classic rhythm-section consists of drums and bass (whether it rock or jazz, metal or dance music). This knowledge gives us approximate borders of the frequency range that we will scout for volume peaks. Our main goal is under 120Hz range, but besides it, we will also scan additional narrow range around 1kHz where often rhythm-section-supporters sit.First, we should understand loudness range for these frequencies along all the song. These values are needed to make relative decisions. When we got minimum and maximum volume we can start the analysis. In short, this analysis is a iterating over samples from song beginning to its end and comparison of needed frequencies amplitude with min and max values and with siblings. By making kind of “low-frequency volume jumps map” we are trying to find periodical sequences - peaks, repeating with the same time period (luckily for music lovers and unluckily for music analyzers, bass and drum parts can be complex and different). Most frequent value of this time period we are using as beat duration, which is used to calculate BPM. Analyzer reacts different to various genres - of course, house music, where the clean beat is marked by kickdrum, is the simplest one to analyze. Dealing with aggressive metal genres, where the drummer can do incredibly fast and furious things, is much harder. In that case, we can ask additional frequency range for help. Searching for snare and electric guitar drops can help in beat determination. We should also remember about music genres with floating bar size, where musical phrases can be different size and duration - jazz, math rock and others.Sound compression is one more thing that can hinder analysis. This way of post-processing music is used by many producers nowadays. Compression is all about narrowing difference between the loudest and the quietest frequencies (so-called “dynamic range”) through the song to make it sound louder without quality loss and extreme peaks. Obviously, extreme compression (which can often be heard in dance music) can be a barrier to drawing proper “low-frequency volume jumps map” and make analysis results wrong. Bad overall record quality can be the problem too - big amount of noises at the wide range or bad mixing can cause frequency conflicts (garbage side frequencies emergence).To provide some support for beat extraction algorithm we add sync during the playback. The pre-analyzed track gives us average BPM value. According to this value, we set beat duration and run main game timer. Then during song playback, we periodically synchronizing this timer to our “map of peaks”. If deviation is big, next synchronization is set to short period of time and gameplay in this period gets softer to protect player from system errors.Add some small features to this analysis and we get working version of beat-sync mechanism. Now we can concentrate on interactive levels - spawn more difficult enemies sequences when music is intense, visual scene feedback, etc.Anyway, to avoid the bad experience for a player who wants to play the game to old grandpa vinyl or arrhythmic metal of his friends' band, we honestly say after the attempt to upload song - sorry we failed to get this track tempo, please find something else.Game Steam page - TERRORHYTHM
  13. Hello, I've uploaded a music pack (and planning to upload more things in the next months) to asset stores: Unity, UE4, Scirra, GameDevMarket. Since I only uploaded a music pack, I'm not 100% if this can be a succesful business, meaning that I can make at least... 500€ every month from sales on asset stores. So, the main question is, are developers really trusting this websites to buy music and sound for their games? or they get the audio files from other places? I suppose that the main target of this stores, regarding music & SFX, is developers that are starting, indie developers, indie companies... and a lot of times, this listed here collaborate with a composer for bespoke music directly. What are your thoughts? Have you sold music assets or SFX assets to this stores? what is your experience? Thanks^^
  14. Hey! Could you critique if the instruments on this track (all midi) sound realistic or not? Which things can get better? Thanks!
  15. Dreamart VR is the direct interpretation of a dreamworld. The player resonates with the mere subconscious thoughts of the virtual character. The game consists of multiple scenes. Each Scene is directly or indirectly correlated to the previous scene, thus it unfolds the potential of a deep non linear VR experience. You can download the experience here - https://limbicnation.itch.io/dreamartvr E.N.J.O.Y
  16. Big Impact Sound | Composer for Media and Games

    Big Impact Sound | Composer for Media provides royalty free music and sound design for media, games, television, film, trailers, commercials, documentaries, YouTube creators, exhibits, websites, slide shows, corporate projects, podcasts, wedding albums, presentations, audiobooks, radio, apps and so much more. Royalty free music Big Impact Sound allows you to distribute the royalty free music worldwide and without any additional fees. Our music licensing system is transparent and easy: once the music license is paid there are no copyright issues. Wide range of musical styles Our award winning team has more than two decades of experience in the creation and production of contemporary and classical music. Composition on demand Custom-made composition and sound design that will maximize the impact of your game, movie, commercial, trailer, documentary or presentation. Music productions ranging from single tracks to full orchestral scores We can provide single tracks or full scores and our team helps you with your project from start to finish according to your specific wishes. Stock Music (Library Music) Fast and easy music and sound design browsing in our huge music library. All our tracks are immediately available for any of your projects. Fast turnaround time We are used to work with tight deadlines and will help you meet them. We are passionate about our work and always aim for perfection. Contact us (by PM or by the website) to discuss how we can enhance your project with a distinctive sound identity. https://bigimpactsound.com/
  17. Hello all, I'm Goat___Boy, I love making noises. More precisely I love making background\soundtrack music for games\movies. I want to make a game just for composing it's soundtrack but alas I always end up with a full OST and little actual gameplay to show for it (mostly incomplete RPG Maker and Unity projects.) I realized I'm not made to be a solo developer so I'm looking for a project to compose music to. As long as you promise me it will be a finished project and it will see the light of day I'll gladly make it for free and PLEASE don't ask me to make generic orchestra tunes. I'm mostly inspired by the likes of Trent Reznor and Nine Inch Nails (Quake is one of my all time favorite OSTs) so I mostly dive in the Dark/Psychedelic but I'll gladly make other genres as I try to be a broad as possible. I'm a multi instrumentalist so don't worry, if you need Guitars, Bass or other ''real'' instruments in your songs I got you covered! I also make have experience in sprite work and digital design if you need extra help with your art assets. Here are some of my tracks:
  18. Hey folks, I recently recorded this tune for my demo reel. I'm really psyched with how the flute and guitar worked out, but I'm worried my string patches (SONiVOX Orchestral Companion - Strings) are too cheap sounding. Are these passable for a game score? I know it's context dependent, but I can't tell if I'm just being overly sensitive. Thanks!
  19. SFX Monster Sounds

    As a sound designer, I am often asked to create monster sounds. Dehumaniser is a great software to help you get your monster sounds to the next level ! Check out my new youtube video where I talk about that. And check out my sound effects website and get 120Mb of free sound effects (including a couple of monster growls) by subscribing to the newsletter: http://www.ogsoundfx.com
  20. New Neoclassical Piece

    Hey guys, I just composed a new piece that is definitely inspired by scores of the Final Fantasy series and the Kingdom Hearts series. I hope you guys enjoy!
  21. I need music for a project. I've been listening to a lot of royalty free online music and assembled a little collection, but they're lacking two important things. First, they don't sound like they are part of one soundtrack because some tunes differ too much from one another. Second, most of them don't match the theme of my game exactly like I want it to. I know the first problem is fixed by hiring a composer that will make the whole soundtrack fit together. The question of this topic is for the second problem. I have the idea of what I want the music to sound like, but I can only express it in very general terms. How does a non-music person communicates what he wants his music to be like? Do I try to find music that sounds like what I want and let the composer write the soundtrack from that? Do I ask the composer for previews and choose what to keep? Do I let the composer make his own vision of what would be the best music for my game? What happens when your client doesn't like the music you made for him?
  22. What Software do you use?

    ask title, im an inspiring game developer curious to see what audio software people use to implement their games unique sounds and music. if its not much to ask, would you mind writing a short summary of why you chose said software, and its pros and cons compared to other software? thank you, looking forward to see what kind of audio everyone uses!
  23. A new game development team is looking for a sound artist to create music and sound for an action game (Like DmC or Bayonetta) with unique gameplay concept. the Game is set in an Arabian/Middle eastern world with fantasy elements. The scope of the project is small as we plan to provide 1-2 hours of gamelpay and we like to focus on the quality. We are looking for someone to help creating the music for the game so if you are willing to take part in this endevor and get a oppertunity to practice and improve your music , feel free to send me an email : achrafgarai@hotmail.com
  24. That's right ! With the coupon code BLACKWEEKEND get 70% off all sound effects at http://www.ogsoundfx.com What kind of Sound Effects are you looking for ? Monsters ? Guns & Explosions ? Weather Effects ? Ghosts ? Underground places ? You will find those and more on http://www.ogsoundfx.com
  • Advertisement