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Found 136 results

  1. Another new FL studio RPG Music tutorial
  2. Hai gais! I'll post some of the game music I've composed here on this thread. Most of the music I'll be posting is for my cyberpunk rpg "Ixias - Stellar Complex". I use Logic Pro 8 accompanied with a pretty basic midi keyboard for most of my composing. As the Curtain of War Falls (Normal Battle Theme) The Eastern City and All Its Blessings (Windenfyr District Theme) Hope you guys like them! There's like 20 more of these!
  3. Heya everybody! ^~^ I've been real busy in making my game and experimenting with FL studio but sadly I don't have the proper know how to make music, sure I can play guitar and double bass, I just don't know how to use the software and all that technical stuff sadly but I am working on it! xD hehe anyway, now to the request. So for my Indie Horror game: Twin Souls I am really in need of a title screen BGM because the one I have right now is a rip from Pan's Labyrinth and I kinda don't wanna use that hehe. However, that's the sort of element and feel I want it to have. Something nice and eerie, very mysterious and creepy and just draws the player in, sort of setting the stage for the player's mind. I'm not sure how I should describe it though xD I'm struggling. I just want it to be very eerie and mysterious piano. I want the keys to sound off without it sounding "out of key" or not in sync with the flow of the song. >.< I'm sorry if I am not making sense. If you need further details, PM me or just let me know in the replies, thank you. This will be for a non commercial project. *phew* Hopefully I said everything right xD. Oh! And I'd like for it to sound very solemn and sad and slow and dramatic. Thank you everyone
  4. Hey guys! After a lot of time spent on level design, I started to learn how to script. I sucked and didn't understand anything. So now I decided to create music. As a percussionist, I know nothing about music other than rhythm (which is not as much as it seems....). But I still tried to learn a few tricks and, hey! I made a track. Yeah yeah, it's not very good, but I think it's a decent start! I'd really like some feedback so that one day my music will be good enough so that I can use it in my games Here it is: https://soundcloud.com/merdouille44/my-first-song Thanks a lot!
  5. merdouille

    Composer in the Making Needs Help!

    Hey guys! I've just got myself Fl Studio 11, and I really want to start creating music for my project. Problem is, I've never used a music creating software before, and there are quite a few things I can't get a grip on. I've search for many tutorials, but most of them only show how to arrange certain paterns in order to make a good RPG song. Thing is, what I need to know is much more basic than that: I can't figure out how to effectively create new channels. Do I need to download samples or something? There are a few already in the program but... they all sound horrible. How could I get a nice sounding harp? Or panpipes, or a traverse flute? I really can't figure it out... If someone could explain or point me to a nice tutorial, it would be much appreciated!
  6. Hi! I have been thinking about a music engine based on the choices you make. Game: Music: Putting it together: So.. basically what I would love to work on (and if you want to help it would be amazing) is a way to create music themes for the main character in various situations. So when you be acting like an asshole, a fair hero or an evil conqueror your music theme will vary to adjust to that mood or that psychology. The technical argument is to compose a theme an its variations, dividing the music piece in various tracks (main voice, rhythmic base, percussion and fx, second voice, etc.) for example. You could make 3 different rhythmic bases to fit moods (1calm, 2agitated, 3dancing) and 4 different main theme variations (1good, 2evil, 3mad, 4heroic) and then call the right track in the right moment of the game. For example, your character makes a very evil choice while in a tranquil mood, the combination would be 1-2 and if you are in a confrontation scene and your character is a fair hero you could play 2-1 or 2-4, then you could make many combinations trough some arrangements or FX (and many other ways). It may sound like "mixing in game". It is complicated and may be not completely useful but for me, as a musician and drama-sympathizer, sounds very interesting. Resuming it all: So... what do you think? (I hope you can give some feedback or comment) Thank you for reading. Note: Do not spread the idea without authorization. I trust in you. If you would like to test or collaborate in building up the project I would be happy and honored to work on it with you.
  7. Hello! I am "Eatorl" (forum nickname) and I would love to work with you people. RPG Maker formed part of an important stage of my life like 5 years ago. Now that I improved some skills and got a more focused development I am coming back for a undefined lapse of time. My main reason for returning here is that I love music, I love RPG video games and I love creativity (and there is a lot of it in this forums). I focused on one of those passions, leaving video games aside while I started a life around music. Long story short... I remembered RPG Maker and its amazing, creative and passionate people and decided to take a look into the forums and to contribute with anything I could. That means that I will be making free music contributions. (I may be making a little game, just need to get the "new" RPG Maker VX ACE) I hope we can have a good time and that we can help each other Let's not waste more time. Here you have a little musical piece Free to Use: Rpg1_101Eatorl.ogg https://soundcloud.com/av5/rpg1 Just make sure you give the proper credit Little info: I will be uploading more musical pieces! I hope you like them and that you can find them good use. Thank you and greetings!
  8. Saltwater Croc

    music Croc's Music Hall

    Here, you will find all my music. Whether they're my own compositions, arrangements, or works done for someone else. Let me start with this battle theme. Dancing Blades (Note: I will edit and add more later. It' late now so I'll just open the thread, but I will edit and add more later! )
  9. Hello! (I apologize if this is the wrong forum for this topic.) Forgive me, but I need to start by saying that my last true music class was over 8 years ago. Which has led to a problem. I would like to be a producer/middle man/etc for gaming - and have been doing such for my current project. However, I am completely lost when it comes to music. I do have a composer, but conversations have not been the easiest to follow. Neither of us have any significant amounts of experience working with creating music for video games, and my lack of recent knowledge for music in general probably isn't helping. So I would like to ask for help on where you guys, the creators of some pretty rad musical numbers for games, think one in my position should start in learning how to accurately describe problems that occur in the game to the composer for the game. My current knowledge includes watching Extra Credits ((Including their episode about Video Game Music and why it can be very memorable)), as well as discussions with a composer which boiled down to "vague topics for a short list we can reuse" ((Such as having 'small town music', 'city music', 'character motifs', etc)). Any help would be greatly appreciated, and thank you for reading!
  10. phraktol

    What VST Plugins do you use?

    So, I'm trying to get back into producing music. I used to produce a lot of electronic/EDM style music, but havent been doing it much lately. considering I'm working heavily on a large scale RPG project, I figured I'd start working on some concept music. So I figured I'd ask around here, if you guys have any particular VST synthesizers you use for producing? Primarily stuff with a 16 bit style. I like organic sounds as well so if you know any good software for realistic instruments that would also be nice. I use Fruityloops Studio, and primarily use Sytrus for the synths, because I'm comfortable with it, but I'd like to find something a little more specifically geared towards that 16 bit sound. Any suggestions? Check out my most recent song here and if you feel like giving some feedback I would appreciate it! Thanks everyone!
  11. Naelanightshade

    Piano Arrangement

    Hello, I'm looking for a soft piano arrangement. So If anyone could give me some ideas as to what is a good piano soft piano arrangement i'd be so happy! thank you -NaelaNightshade
  12. Another RPG Music tutorial on creating an RPG Field Theme Song!
  13. *update, 7/25/14* I have Two new requests in progress. I may take more after I'm done with these two! Working on a battle theme song for Mr.PowPow, and a music box style song for Meiri Will update this thread once they are done! Hey everyone! In an effort to get better at producing videogame style music, I've been working on a handful of random projects. I figured I'd give them out for free, if you can find a use for them! On my soundcloud page (https://soundcloud.com/crowboat-1) You'll find a playlist titled "Free To Use Music". Any song in this playlist is free for you to download and use on any NON COMMERCIAL game you're producing. All I ask is that you credit me as the composer, and please link to my website (www.crowboat.com) I would love to hear your feedback on the music (Comments on soundcloud, or posts here would be greatly appreciated. I don't mind a critique, it helps me grow as an artist to hear peoples thoughts on the music.) Here are my requirements and rules for the requested songs: Thanks everyone! I hope you like the songs, and if you liked it enough to download, why not drop a comment, too! I'll keep adding various stuff I make to that free song playlist so check back every so often! Requested songs that I've finished:
  14. Luke_Flynn

    <please delete>

    <please delete>
  15. Something (possibly) heroic or intense/ decisive/finishing blow-y, for the very heat of battle. I want to have it so that the party lose their powers during a story and by feeding a magic grail artifact their battle energy to a certain amount, they'll all unlock their powers for a short amount of time, almost like a team overdrive. The music changes and the battleback does as well. It doesn't have to be electronic modern guitar stuff. I'm just a bit music-stupid. I'm having trouble finding good examples but here are some:
  16. Lazzamore

    I need tragic music

    I'm rapping up a project for the Ace Academy and need background music for a cut-scene. The cut-scene is a traumatic moment in the main character's life so the music needs to be tragic, but their is no RTP music like that and i have yet to find anyone's tracks to be like that. If you guys don't mind referring me to a good track, i would be grateful. I'd like to finish the project (it's short) today or early tomorrow, so any recommendations are appreciated.
  17. merdouille

    RTP-style music request

    Hello dear musicians! I have a special request for you guys... Like you all know, music is like tilesets: some ressources can be masterpieces, but they won't fit well together, by lack of harmony/consistency. I have listened to alot of pieces posted here, but didn't quite found what I'm looking for. As I don't want to have to rely on others for my game, I'm using alot of RTP stuff, including music, but there aren't that many BGMs available, so I'm looking for more backgroud music that would fit well with the RTP default music. I've also added some pieces by Gyrowolf, as they are pretty much what I want in my game. Check out his stuff for inspiration: https://soundcloud.com/gyrowolf/sets/gyrowolfs-rpg-maker-music-pack/ So, is anyone able to make (or show me where I can find...) some music of that type and vibe? Thanks a lot! Note: It's for a non-commercial game, and has to be free...
  18. One more tutorial coming right up! This is for the newcommers to game audio that are interested in learning how to create a boss theme.
  19. Darkwes

    Songs in the Dark

    Seeing so many talented people around here is a little intimidating for me to post the stuff I do, but after some thought I've decided to do it anyway xD So, one of my main hobbies is actually composing music. I'm no professional musician, but I've been in a few bands and I did wrote a bunch of songs over the past years, most of them are really terrible though lol Most of the songs I do, are either rock or metal (that can be classified in various sub genres), but sometimes I make some different stuff. I've also wrote songs for fanfics in the past and a few "for fun" games. Some of the lyrics I write may make no sense for many people that hear them, that's because I usually write lyrics thinking of some external factor, or I'm trying to tell a story, but it is not rare for the story to not be complete on a single song. *I don't compose music using sound 'samples', I do it note by note from scratch. *Also note that english isn't my main language and sometimes I do some mistakes on the lyrics (the same applies to japanese), but I call that creativity freedom... err =s ---- This song I've wrote about 3 years ago, I was messing with it yesterday trying to remix it to revamp the audio quality that was pretty bad, and somewhat I feel that I made it a little more "audible". Shadow in the Dark is a little bit different than most of the songs I do, for being more calm and slow, trying to express the feeling of frustration in love. But I actually like it, even if the lyrics have some weird stuff. *Recommended to be listened with headphones. https://soundcloud.com/darkwes/shadow-in-the-dark ---- This song is 2 years old, and actually I did it for a game I was working back then (not a rpg maker game). It is a lot more aggressive than the one above, but also a lot more dynamic in my opinion. For Darkness Calls, I challenged myself to write my first japanese song, and it was really nice working on it, since I'm a fan of japanese music, specially j-rock and j-metal and how they blend japanese with other languages (even when it makes no sense lol). https://soundcloud.com/darkwes/darkness-calls
  20. So you've found the perfect song for your game. It's moving, it's sweepingly orchestral... and it's in MIDI format. But that's okay, because RPG Maker supports MIDI, so you import it anyway and add it to your game. Only one problem: now your game hangs for fifteen seconds before it starts playing the song. What gives? And how do you fix it? The problem here is that modern versions of Windows (anything past XP) no longer load the MIDI synthesizer when your computer starts up, because most people don't use MIDI anymore. Instead, they wait until an application asks to play a MIDI file, and then the application has to wait for Windows to load everything, which takes a really long time. There's a setting in RPG Maker that will force the MIDI subsystem to load when your game starts, but that just makes it hang before the title screen instead. To really fix this, we have to ditch MIDI entirely and convert the song to Ogg, the default audio format for RPG Maker VX and VX Ace. Unfortunately, that's not as easy as it sounds. A Note about MIDI Before we dive into the tutorial, it's important to understand a few things about the MIDI format. You're probably familiar with formats like MP3, WAV, and Ogg, which store actual recorded sound. MIDI isn't like that. It's more like sheet music: the file tells your computer what notes to play with which instruments, and your computer plays the music in real time as you listen. This has a lot of implications for conversion: for example, a MIDI file can sound completely different across different computers or even different programs. A MIDI file played in iTunes will sound different from the same MIDI file played in Windows Media Player, because they use different MIDI synthesizers. It also means that looping is handled very differently in MIDI than it is in other formats, as we'll see in a moment. Looping - the heart of the problem As you are no doubt aware, most of the songs in a classic RPG are infinite loops. Usually there's a short introduction which is played once, and then a refrain which is played over and over again. To make this happen, the composer of a MIDI file can specify something called a "loop point", which tells synthesizers "when you reach the end of the song, start playing again starting right here". You would think that if you could convert the introduction and then one play-through of the refrain to Ogg, you could just skip back to the loop point when you reach the end of the song and it would sound the same. But that won't work, because Ogg isn't sheet music like MIDI is. If you try that in an Ogg file, it'll sound horrible: you'll hear the lingering sound (the "sustain") of the notes from the end of the introduction, instead of the end of the refrain. It makes sense if you think about it: in MIDI, your computer just starts playing from the loop point like a human on a piano, so it all melds together perfectly. In a recorded format, you can't do that. That's the bad news. The good news is that we can fix it, but it'll be a bit of work. Step 1: Recording to Ogg For this step, you'll need Audacity. If you've never used it before, I recommend reading up on it a bit before you start. It's a very powerful tool, but it's also very complex. You'll also need the Trim Silence Nyquist plugin by Steve Daulton (mirror here). To install it, find where Audacity is installed on your computer and put the file into the "Plug-Ins" folder there, then re-launch Audacity. It should show up in the "Effects" menu. Lastly, you'll need an audio driver that exposes the "Stereo Mix" input. Most Windows sound drivers do, but if you're doing this on a Mac or a Linux machine, you may be in trouble. Take a look at this forum post for ideas, but really you probably need to use Windows for this. Open Audacity. You should see a new, blank project window. Make sure that the combo box in the lower left corner of the window labeled "Project Rate (Hz)" is set to 44100. Now, look at the toolbars along the top. Just below the timeline ruler, you should see a toolbar that looks like this: The text in the dropdown menus may be different for you. You want to set the recording input to the output of your speakers, so you can record the MIDI file as it's being played. To do that, click on the dropdown menu just to the right of the microphone icon, and look for an input named "Stereo Mix". (It may also be called "Mix", "Sum", "Loopback", or possibly even something else depending on your audio driver.) If you don't see any such thing, don't panic yet. Follow these instructions to enable Stereo Mix, then re-launch Audacity and try again. Once you've got it, make sure the dropdown next to that one says "2 (Stereo) Input Channels" as well. Once you have the input set correctly, it's almost time to record the MIDI file. Any sound coming through your speakers while the MIDI file plays will get recorded, so pause that YouTube video, log out of Skype, shut off notification sounds from your email, and generally make sure nothing is going to make noise before you begin. Also set your Windows speaker volume to 50% so you don't cause the recording to "clip". Now, finally, it's time to record. In order for this to work, you need to play the MIDI file in a program that will honor the loop point event, rather than just playing through once and stopping. Windows Media Player and iTunes both ignore the event, but you already have a program installed that will work: RPG Maker itself! Launch RPG Maker and click the "Sound Test" icon in the toolbar. Then select the MIDI file you want to record. Click Play, wait fifteen seconds as Windows loads the MIDI subsystem, and then click stop as soon as you hear music again. Switch back to Audacity and click the Record button in the toolbar, and then switch back to RPG Maker and click play again. (You don't have to be fast here: we'll get rid of all the silence at the beginning later.) As the song plays, you should see a waveform in Audacity. Let the song play at least a few seconds past the end of the refrain, until the song has looped and is starting to play the beginning of the refrain again. Then click Stop, switch back to RPG Maker, and click Stop there too. You should now see something like this: If the tops and bottoms of the waveforms get cut off, make sure your speaker volume is set to 50%, and if it is, set it even lower until it stops clipping. If you need to try again, make sure to click the X in the upper left corner of your old track to delete it before you record again, or it'll play over your new recording. Congratulations: you have a recording of your MIDI file! But it doesn't loop yet, so we're not quite done. Step 2: Finding the Loop Point Now, at this point you could try to fiddle around in Audacity to figure out where the loop point of the song is, but at 44100 Hz, it's pretty much impossible to get it exactly right. So we're going to cheat. I wrote a python script that uses Sean D. Spencer's midiparser library to parse the MIDI file, find the loop point, convert the time of the loop point to Ogg samples, and output all the information you need to do the rest of this tutorial. Download it here. You can decompress that anywhere you like. If you don't already have Python installed, you can get that here (make sure to download the 2.7 release: my script probably won't work in the 3.x release). Now open a command prompt and type: C:\path\to\python.exe C:\path\to\find_loops.py C:\path\to\folder\containing\your\midi\files The script runs on an entire folder at a time so you can just copy and paste the output to a file and not have to run it a bunch of times. If you run the script on, for example, the RPG Maker XP soundtrack, you'll get output like this: 001-Battle01.mid Start: 0.500000 seconds (22050 Ogg samples) End: 66.875000 seconds (2949188 Ogg samples) Length: 66.375000 seconds (2927138 Ogg samples) LOOPSTART: 1.875000 seconds (82688 Ogg samples) LOOPLENGTH: 66.000000 seconds (2910600 Ogg samples) 002-Battle02.mid Start: 0.500000 seconds (22050 Ogg samples) End: 58.785656 seconds (2592447 Ogg samples) Length: 58.285656 seconds (2570397 Ogg samples) LOOPSTART: 4.928568 seconds (217350 Ogg samples) LOOPLENGTH: 54.857088 seconds (2419198 Ogg samples) ... Let's look at Battle02.mid. The song starts 0.5 seconds after the beginning of the file and ends about 59 seconds in. The loop point is at a little shy of 5 seconds, and lasts about 55 seconds. All of these are also shown in Ogg samples, which are seconds multiplied by 44100 (the Project Rate from earlier). Step 3: Looping the Ogg File Head back to Audacity. Your recording probably has a bunch of silence at the beginning, because you had to switch back to RPG Maker and hit Play after you hit record. Well, we know how much silence there should be at the beginning: in our case, it's 0.5 seconds worth (the value of "Start" from the script output above). So let's fix that now. Go to Effects > Trim Silence. (Make sure you installed the Nyquist Plug-in back in step 1!) It will think for a moment, and then remove all the silence from the beginning (and the end, if you hit Stop in RPG Maker first). Click the purple rewind button on the toolbar to put your cursor at the very beginning of the recording, and then go to Generate > Silence. A dialog will pop up asking you for a duration. Click the down arrow to the right of the text field and select "samples", then input 22,050 (the number of Ogg samples corresponding to 0.5 seconds, which you can find in the script output). A little bit of silence should get added to the beginning of your song. Next, we need to set up the loop point. Now, you're probably wondering what about the stuff I said at the beginning about how that wouldn't work. It's true, it wouldn't if we used the real loop point, but that's why I told you to keep recording for a few seconds after the actual loop point. The output of my script automatically adds one second to the actual loop point when it outputs LOOPSTART, enough time for the sustain of the introduction to fade out completely so that the sound environment is the same on both sides of the loop. If one seconds turns out to not be enough because you have some crazy reverb or something, you can change how much the script will add: just pass --help to see the options. There's only one thing left to do: click File > Export, and choose "Ogg Vorbis Files" as the type to save. Enter a name for your song, and click Save. A dialog will pop up asking you to edit the metadata. This is where we'll input the loop point information. RPG Maker uses metadata fields called "LOOPSTART" and "LOOPLENGTH" for this, which is why the script output calls it that. Double-click in the empty cell in the bottom left (right below "Comments") and type "LOOPSTART", then hit tab. The value should be the number of Ogg samples for LOOPSTART, which is 217350 for our song, so type that in. Now, click the "Add" button to add another metadata field, and call this one "LOOPLENGTH". Its value is the number of Ogg samples for LOOPLENGTH, which is 2419198. Click OK, and it will save your Ogg file. Step 4: Test It! At this point you should have an Ogg file that loops just like the original MIDI. To test it out, import it into RPG Maker using the Resource Manager, and test it out using Sound Test. If all went well, it should loop perfectly. In some cases, I have heard a tiny pop when the loop happens, but you have to be explicitly listening for it to hear it. Oh, and one last thing: make sure you have legal permission to use the song you've recorded in your game! The law surrounding distribution rights of your own performances of other people's music is very complicated, so even if you have permission to use the original MIDI, it's not absolutely clear whether you have permission to use a recorded Ogg file of that MIDI. I am not a lawyer and this is not legal advice, so you're on your own here. As you can see, this is a lot of work, but once you get good at it you can blaze through converting a song in about three minutes. I hope you found this tutorial helpful!
  21. OMG_Crash

    Crash's Music Park

    Hello and welcome to my first RPGMaker VXACE community post! This post is for my music, what I create, any edits I've done etc. I AM only a novice, but I guess we all have to start somewhere. Please note that my output rate isn't GREAT, as I DO do this only as a hobby These are the rules for my songs please quickly scan before listening and read fully before using With all that out of the way, here are my project(s)..: [to be continuously updated and added to as songs are released] BGMs: [battleMusic][Pre-Looped]Come At Me - Crash [Dungeon][Pre-looped]Cave Of Mystery - Crash [bGM]Crash - Not Just a Temple Series Sound effects: [Menu]error Remakes:: (Please note, these remakes may still be protected under copyright laws and therefore credit to the original author MUST be given and use of these songs are for NON-COMMERCIAL use only. I have only remade them so as to add looping points in for use in personal projects, If using in a commercial product PLEASE CHECK whether the original is still protected by copyright law, I will hold no responsibility for improper use of materials) If you would like a song remade or a loop added to an existing song, please contact me on here and I will see what I can do! Alternatively, you can try contacting me through my skype: "crashes2ashes" and we can talk on there. [Remake][Grandia]End Of The World - Noriyuki Iwadare
  22. A little spare time on doing RL things. I want to share some stuffs from myself. Here are some midi tunes I tried to imitate from the original source, in order to ear learning. Yes, this is how I train myself to compose music back then . Some are complete and some aren't. Well, here u go Complete : Grand Fantasia Main Theme (The best imitate so far xD) Two Step From Hell - Immortal Fairy Tail Main Theme (remix) Not complete yet : Binding of Issac - Sacrificial Fripside - Hurting Heart I'm not owning these music ideas. These are just midi sequence for ear listening practice.
  23. This is a request made by Vicious in this thread. To make this really easy, I am going to keep the event on the map instead of on a common event. If you want this in a common event, just make sure you add a switch and have the common event set to a parallel process to it. The first thing you want to do is go into the system database and make sure that the airship music is off. Next, make an event and set it to parallel process. Then, make a conditional branch to if the airship is driven. In the else statement, make sure that you stop the music. Click inside the conditional branch and create a new variable called Airship. Create a conditional branch where if the airship is equal to 1. Place the music you want the first airship to have. In the else statement of the airship conditional branch, make another one where if the airship is equal to 2. Place the music you want the second airship to have. The last thing you need to do is make another event. Set the first page to parallel process and the second page to action button. On the second page, make sure the self switch A button is on. On the first page, select the Airship variable and set it to which airship music you want. Then under that, put Self Switch A = ON. And that is how you make it so the airship can change music!
  24. Here is the music trailer that I am working on for Solum Inquisition.
  25. danguvibe

    Music showcase

    Hiya! Here's some of my music works, Please make sure to visit if you have time https://soundcloud.com/danguvibe Hope you enjoy it,.