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rockintomordor
04-22-2009, 07:37 AM
Welcome to the thread for tooting, noodling, and beep-booping!

The purpose of this thread is to provide a spot for posting and discussing musical themes Talking Time users have composed. The music can be anything from cheesy pop ballads, to pressing overworld themes, to convoluted progressive epics(my favourite)!

I'm not sure if we should compile a general list of songs composed by user, but I'll start by posting the songs that were featured in the previous thread (http://www.gamespite.net/talkingtime/showthread.php?t=7713).

djSyndrome:

Gradius II - Equipment (cover) (http://www.fileden.com/files/2009/5/1/2425518/Gradius%20II%20-%20Equipment.mp3)

mr_bungle700:

Actiontime! - Ready to Go! The Fateful Journey Begins! (http://www.archive.org/download/Actiontime-ReadyToGoTheFatefulJourneyBegins/Actiontime-ReadyToGoTheFatefulJourneyBegins.mp3)
Actiontime! - Time for a Rest! Relaxing in Town! (http://www.archive.org/download/Actiontime-TimeForARestRelaxingInTown/Actiontime-TimeForARestRelaxingInTown.mp3)
Actiontime! - Ghouls, Ghosts and Goblins! Haunted Village Terni! (http://www.archive.org/download/Actiontime-GhoulsGhostsAndGoblinsHauntedVillageTerni/Actiontime-GhoulsGhostsAndGoblinsHauntedVillageTerni.mp3)
Actiontime! - Password Time! Your Adventure Is Not End! (http://www.archive.org/download/Actiontime-PasswordTimeYourAdventureIsNotEnd/Actiontime-PasswordTimeYourAdventureIsNotEnd.mp3)
Actiontime! - Press Start to Play! This Is Kiyoh's Journey! (http://www.archive.org/download/Actiontime-PressStartToPlayThisIsKiyohsJourney/Actiontime-PressStartToPlayThisIsKiyohsJourney.mp3)
Actiontime! - Buy Somethin' Will Ya! It's Time to Shop! (http://www.archive.org/download/Actiontime-BuySomethinWillYaItsTimeToShopversion2/Actiontime-BuySomethinWillYaItsTimeToShop.mp3)
Actiontime! - A Swimsuit Won't Be Enough! Submerged in Icy Ocean! (http://www.archive.org/download/Actiontime-ASwimsuitWontBeEnoughSubmergedInIcyOcean/Actiontime-ASwimsuitWontBeEnoughSubmergedInIcyOcean.mp3)

rockintomordor:

Somnium (garageband) (http://www.fileden.com/files/2009/4/19/2410691/Somnia.mp3)
Somnium (8-bit) (http://www.fileden.com/files/2009/4/19/2410691/somnium.mp3)
Embark! (http://www.fileden.com/files/2009/4/19/2410691/embark.mp3)
Journey (http://www.fileden.com/files/2009/4/19/2410691/journey.mp3)
Boss Theme (http://www.fileden.com/files/2009/4/19/2410691/Boss%20Theme.mp3)
Organic (http://www.fileden.com/files/2009/4/19/2410691/Organic.mp3)

Sanagi:

Shadow of Rising Heat (http://www.archive.org/download/Dacrylagnia/ShadowOfRisingHeat.mp3)
Dacrylagnia (http://www.archive.org/download/Dacrylagnia/dacrylagnia.mp3)
Her Spirit Stirs (http://www.archive.org/download/Dacrylagnia/herspiritstirs.mp3)
Chrysalis (http://www.archive.org/download/chrysalis/chrysalis.mp3)
Autumn into Winter (http://www.archive.org/download/AutumnIntoWinter/AutumnIntoWinterpiano.mp3)
Irrational Planet (http://www.archive.org/download/IrrationalPlanet/IrrationalPlanet.mp3)
Devonian (http://www.archive.org/download/Devonian/devonian.mp3)
Fear the Groove (http://www.archive.org/download/fearthegroove/becausetheyfearthegroove.mp3)
Hopeless Love (8-bit) (http://www.archive.org/download/MinusOne/HopelessLove-Chiptune.mp3)
Hopeless Love (http://www.archive.org/download/MinusOne/HopelessLove.mp3)
Minus One (http://www.archive.org/download/MinusOne/MinusOne.mp3)
Walking on Water (http://www.archive.org/download/MinusOne/WalkingOnWater.mp3)
Summer 373 (improv) (http://www.archive.org/download/Summer_373/Summer.mp3)
Irrational Planet '09 (http://www.archive.org/details/IrrationalPlanet_09) (full album)

Warg:

Unstable Footing (http://tindeck.com/listen/immb)
Going from a Swinging Ionian Start (http://tindeck.com/listen/gzrr)
Accordion-o-Matic (http://tindeck.com/listen/xqxr)
Time For Spirited Talking (http://tindeck.com/listen/gnxl)

Hughtron
04-22-2009, 09:44 AM
The links for your two songs are broken, little brudder.

demonkoala
04-22-2009, 12:54 PM
toot toot beep boop

Warg
04-26-2009, 03:33 PM
Hey guys! Sorry I hadn't given myself the time to write any comments on these pieces -- but, that's what I'm doing now!

Though I'm getting much closer to posting my own stuff, I'm not quite there just yet. I've got one piece recorded (and just need to convert & upload it); I need to record another, and I need to finally complete one more & record it.

rockintomordor:

Somnium (garageband) (http://www.fileden.com/files/2009/4/19/2410691/Somnia.mp3)
Somnium (8-bit) (http://www.fileden.com/files/2009/4/19/2410691/somnium.mp3)

Love the harmony in the pieces! Really works well.

I haven't had the chance to play around with Musagi just yet -- but what options are there for volume control? Any options to more-carefully control volume on an instrument level or a channel level?

Sanagi:

Shadow of Rising Heat (http://www.archive.org/download/Dacrylagnia/ShadowOfRisingHeat.mp3)
Dacrylagnia (http://www.archive.org/download/Dacrylagnia/dacrylagnia.mp3)
Her Spirit Stirs (http://www.archive.org/download/Dacrylagnia/herspiritstirs.mp3)

These make some great background pieces! I can actually imagine Shadow of Rising Heat & Her Spirit Stirs in adventure games, maybe adding to the ambience of a cave setting.

The only (really minor) thing I might say is that, in Dacrylagnia at 0:06, it seems to me like the cymbal crash there, despite how soft it's played, might still be a little strong for that early in the song. [For the rest of the song, it seems to blend well, given how soft the sample is played.] But that's just my opinion there.

Out of curiosity, what are you using to compose your pieces?

Sanagi
04-26-2009, 06:43 PM
Logic Express 7. It's surprisingly obtuse for an Apple app. It's probably because it was originally made by Emagic, though Apple could at least have written a more helpful manual. Anyways, it's a very powerful app once you get the hang of it. It can handle everything from composing via a score editor to virtual synthesizers and samples, effects and mixing. I've been working with it for a few years now but it's still a learning process. I also have a lot to learn about the recording and engineering side of things - like when to use compression, how to make good use of stereo, what all those abbreviations on the synth control panels mean, etc. Audiophile stuff like that is really a whole different stripe of music nerdery that I don't understand except on an intuitive level.

mr_bungle700
04-26-2009, 11:31 PM
I haven't had the chance to play around with Musagi just yet -- but what options are there for volume control? Any options to more-carefully control volume on an instrument level or a channel level?

You can adjust the volume of each instrument individually. The controls aren't incredibly precise, but they're there. Musagi is surprisingly versatile, considering how modestly designed it is.

I just started experimenting with it myself in the last week. I kind of want to share the song I've been working on, but I also kind of hate it right now so that might not be happening. If I like it a little more by the time it gets finished then maybe I'll have you folks take a listen and tell me how to make it not suck.

mr_bungle700
04-29-2009, 03:30 PM
So uh, yeah. Here's (http://www.archive.org/details/Actiontime-ReadyToGoTheFatefulJourneyBegins) my first Musagi tune. It's the theme to the opening stage of an NES action platformer that never existed.

Does it suck? I can't tell!

Sanagi
04-29-2009, 04:21 PM
Cool. Sounds like it could've come right out of Zelda 2.

In the first half of the piece, the rhythm kinda staggers, which is a little weird. I'm not sure if I like it or dislike it. I might get used to it on a second listen.

rockintomordor
04-29-2009, 05:03 PM
Yeah, that sounds cool Mr. Bungle. It's the kind of memorable tune I could imagine myself fondly reminiscing years later. Especially the melody that repeats throughout the first part. The second part of the song sounds like it should maybe be a different level, heh.

Balrog
04-29-2009, 08:38 PM
So uh, yeah. Here's (http://www.archive.org/details/Actiontime-ReadyToGoTheFatefulJourneyBegins) my first Musagi tune. It's the theme to the opening stage of an NES action platformer that never existed.

Does it suck? I can't tell!

I got a Double Dragon vibe from it and liked it!

Hughtron
04-29-2009, 09:09 PM
Rockintomordor neglected to this point to mention his 'side project': covering NES music as the NEScapades, so I will do it for him.

MAGNET MAN (http://www.youtube.com/watch?v=NdrMQHxGTHw)

FFVI BATTLE MUSIC
(http://www.youtube.com/watch?v=lkJuj2KDBCs)
RAINBOW ROAD (http://www.youtube.com/watch?v=xscwJpcAVTk)

locit
04-29-2009, 11:05 PM
Does it suck? I can't tell!
http://photos-g.ak.fbcdn.net/hphotos-ak-snc1/hs005.snc1/2816_1052819651346_1551420014_30201294_7144885_n.j pg

mr_bungle700
04-30-2009, 12:39 AM
Thanks a lot for the feedback, everyone. To be honest, I've never shared anything I've written with anyone outside of friends and family, so I really didn't know what kind of reactions I'd get from an impartial audience. I half expected to get no response at all! I hope it isn't too presumptuous of me to feel encouraged by your posts.

In the first half of the piece, the rhythm kinda staggers, which is a little weird. I'm not sure if I like it or dislike it. I might get used to it on a second listen.

I was actually shooting for the opposite effect, like the melody is impatient so it jumps in at the end of the measure instead of the beginning of the next one. It keeps pushing you forward, toward adventure. You have a world to save, after all!

Yeah, that sounds cool Mr. Bungle. It's the kind of memorable tune I could imagine myself fondly reminiscing years later.

Exactly as I had hoped! Above all else, my goal is to write songs that stick in people's heads. If I can accomplish that, then I'll be happy with my music.

The second part of the song sounds like it should maybe be a different level, heh.

It probably should be. I wanted to give the song an unusual structure, and as a result I ended up never repeating the original verse after I hit the first chorus. The structure turned out to be ABABCDEFDCDG, which is pretty unusual indeed.

I have considered making this song the end credits theme for this fictional game. It's got kind of an ending feel to it, and it's certainly long and progressive enough. In that case, I would use the first part of the song as the stage one theme, and then the ending theme would be sort of a revisit of/expansion upon that.

The goal I have in mind is to actually create an entire soundtrack for this game, complete with stage and boss themes, title, password and shop themes, and so on. It would be an old, forgotten action platformer with a silly Japanese-sounding name like CLOCKWORK BATTLE MAIDEN KIYOH, and all the songs would have old-school anime style titles. Things like:

"A Swimsuit Won't Be Enough! Submerged In Icecap Ocean!"
"Don't Underestimate Me! Kiyoh's Fierce Determination!"
"Xenovius Stirs! On the Brink of Armageddon!!"
"Victory At Last! Will This Peace Be Everlasting?"

And so on and so forth. I'd even like to have promotional artwork and in-game screenshots to help aid in the illusion that the game was actually real.

But we'll see. Right now I'm just working on the second track and hoping it turns out okay.

EDIT: Also...

Rockintomordor neglected to this point to mention his 'side project': covering NES music as the NEScapades, so I will do it for him.

MAGNET MAN (http://www.youtube.com/watch?v=NdrMQHxGTHw)

FFVI BATTLE MUSIC
(http://www.youtube.com/watch?v=lkJuj2KDBCs)
RAINBOW ROAD (http://www.youtube.com/watch?v=xscwJpcAVTk)

You had me at Magnet Man.

rockintomordor
04-30-2009, 09:01 AM
It probably should be. I wanted to give the song an unusual structure, and as a result I ended up never repeating the original verse after I hit the first chorus. The structure turned out to be ABABCDEFDCDG, which is pretty unusual indeed.

Heh, you're entering late 70s prog epic territory here! Sweet. I'll have to give the song a few more listens to really nail down the structure timing. (I love doing this for some reason)

Hughtron
04-30-2009, 01:31 PM
I only listen to songs written about black holes.

djSyndrome
04-30-2009, 01:32 PM
I did a cover of Gradius II's weapon select theme once. It wasn't very good!

Balrog
04-30-2009, 01:35 PM
Links or it didn't happen.

djSyndrome
04-30-2009, 01:41 PM
I'll put it up tonight.

mr_bungle700
04-30-2009, 11:19 PM
I don't see a Gradius II cover. I want a Gradius II cover.

Anyway, I threw together the town theme for my imaginary video game today. It's nowhere near as complex as the first song (which took a week and a half to write), but it seems pleasant enough. Here's "Time for a Rest! Relaxing in Town! (http://www.archive.org/details/Actiontime-TimeForARestRelaxingInTown)"

Yes, I'm actually running with this song title idea and no one can stop me. Tell me what you think, if you're so inclined.

My artist name is Actiontime!, by the way. Why? Because I can, that's why.

Balrog
04-30-2009, 11:47 PM
Bungle, you're makin my dreams come true ^___^

Issun
05-01-2009, 12:15 AM
And here I was expecting a thread about farts. I'm not sure whether I'm impressed or disappointed. I guess I'm impresappointed.

Sanagi
05-01-2009, 02:00 AM
My GBA SP is currently playing a chiptune version of Set The Controls For The Heart of The Sun. I wrote it in Famitracker and exported it as a NES file, then ran it on an emulator on my M3 Adapter. I'm getting some weird audio artifacts that I'll have to figure out later, but basically I am so pleased with myself right now. I need a headphone adapter...

mr_bungle700
05-01-2009, 02:42 AM
I think you just broke some fundamental law of Chiptune Recursion, and that is awesome.

djSyndrome
05-01-2009, 06:05 AM
I don't see a Gradius II cover. I want a Gradius II cover.

Here it is (http://www.fileden.com/files/2009/5/1/2425518/Gradius%20II%20-%20Equipment.mp3). Please don't be angry! It was my first ever project in GarageBand ^.^

mr_bungle700
05-02-2009, 02:40 AM
The muted guitar makes that song sound super tense. I'd better select my weapons!

And nice touch with the start sound effect at the beginning.

mr_bungle700
05-03-2009, 01:07 AM
Two days later and I've got another song done. I think I'm getting the hang of this program!

"Ghouls, Ghosts and Goblins! Haunted Village Terni! (http://www.archive.org/details/Actiontime-GhoulsGhostsAndGoblinsHauntedVillageTerni)"

This here is the theme for a spooky level that would appear late in the game. See what I did with the title there? ME AM SO CLEVEAR

Some things I've noticed about my compositions, which are not important to anyone but me so you can just ignore them:

Thing the First: Sanagi was pretty astute to notice that I have a tendency to not begin melodic phrases at the beginning of a measure. Now that I'm paying attention to it I hear it all the dang time in my songs. I should try to experiment with not doing that and see what happens.

Thing the Second: I also need to dig into Musagi more and come up with some different sounds and effects. I've employed some vibrato and reverb here and there, and I tweaked the low pass filter on the drums in this track to get a muted effect, but so far I haven't gotten really wacky with creating unusual sounds. I want to try that out more.

Also - and here's my secret shame - I haven't used the triangle wave in any of these songs. I've been cheating and only using square waves because I can't figure out how to get the triangle wave to not generate too much noise between notes. I sure hope I can get that worked out, or else I'm going to be a pretty sad excuse for a chiptune composer!

Edited for an Additional Thing: It's kind of annoying how the embedded player on the Archive pages always cuts the songs off just before they finish. It might just be me that it's happening for, but it's irritating.

Sanagi
05-03-2009, 02:33 AM
It's not that so much as the lack of clear downbeats in that first piece, I think. Combined with the never-resting melody, there's a sense almost of going outside of meter.

Listening to the new one... Cool. Kinda funky. Definitely fitting for a haunted village. Almost sounds too linearly composed for a video game track, but that's not intended to be a negative comment.

mr_bungle700
05-03-2009, 03:32 AM
I'm glad this tune sounds appropriately haunty! And funky! I can't help but picture ghosts wearing sunglasses and fedoras. The groove to the tune makes me think these would be spirits with style.

(I also picture them snapping their fingers to the beat.)

I understand what you mean about the linearity of the song too. I've been finding myself going in the direction of just kind of writing regular old songs without structuring them to work like game music. The town theme is the only one I've done so far that was designed to loop, for example, and even then you'd have to cut out the second of silence at the end of the track to make it work.

I think I'm okay with that, though. My excuse is that this could be the base soundtrack, which was then edited and cut up to make the tracks for the game. Or maybe it's the official soundtrack release, with expanded versions of the original game themes! I guess I'm kind of playing fast and loose with the whole "this is a real game soundtrack" idea.

It's not that so much as the lack of clear downbeats in that first piece, I think. Combined with the never-resting melody, there's a sense almost of going outside of meter.

Ah, okay, this makes sense. I've gotten so used to hearing that melody that I know exactly how it's "supposed" to sound, which means I wouldn't notice if it isn't clear enough in the finished product. I'll be tweaking the songs somewhat as I get closer to finishing the album, and I'll see if I can find a good way to draw out the downbeat.

Still, though, the way I originally interpreted your comment also helped me learn something about my writing style, so now you've helped me twice as much!

Kirin
05-03-2009, 08:52 AM
I only had time to skim these so far and want to give them a full listen later, but they sound pretty sweet, Bungle. I think it's the driving bass-line that's giving me the Rygar flashbacks. (Not that I actually played Rygar, but I've listened to its soundtrack a bunch.)

Also, DJS, that Gradius cover sounds pretty rad, and I'll need to go back and give it a longer listen as well.

rockintomordor
05-03-2009, 09:17 AM
The haunted village song is easily my favourite. The way the bass and melody complement each other is great. I got Koholint Island vibes from listening to it, actually, less so than scary ghost vibes, but I think that's a good thing. Keep it up!

I should be posting a Zelda-inspired overworld theme soon.

mr_bungle700
05-03-2009, 05:59 PM
I like overworld themes and I especially like Zelda overworld themes, so I can't wait to hear it.

I'm really happy that you guys are enjoying these tracks. It definitely helps me feel more confident in myself. I had a lot of doubts about the haunted village theme along the way, but it seems like it was a success!

And today I finished yet another song! It's just a short tune, for the password entry/acquisition screens, but I had some fun with it by using a less common time signature. I like the drum part quite a bit.

"Password Time! Your Adventure Is Not End! (http://www.archive.org/details/Actiontime-PasswordTimeYourAdventureIsNotEnd)"

Am I just going to keep sticking game references into the titles? Probably! Will the shop theme be called "Buy Somethin' Will Ya!"? Most likely!

nunix
05-03-2009, 06:12 PM
bungle I want to give you "the mad props" for using archive.org and releasing it open source. Do you have any way to spit out a notated (sheet music) version of Haunted Village? Or is that in one of the "metadata" files there?

EDIT: Hey Sanagi used archive.org also, good job! =D

mr_bungle700
05-03-2009, 06:57 PM
In fact, I only got the idea to post to archive.org because I saw that Sanagi had done it. It seemed like a good option, and it's much less obnoxious than myspace, so there you have it. Plus, it makes releasing stuff under the Creative Commons license as easy as a few clicks, and I'm all about open source audio.

As for converting tunes to sheet music...I've never tried it with Musagi, but I'll see if there's a way to pull it off. It doesn't do it automatically, but it might be able to export a MIDI file, which I can then bring into Cakewalk or Finale and convert into a score. Otherwise I could just rewrite the song by hand in one of those programs, though that would take a little while. I'll see what I can do!

Balrog
05-03-2009, 07:19 PM
I only had time to skim these so far and want to give them a full listen later, but they sound pretty sweet, Bungle. I think it's the driving bass-line that's giving me the Rygar flashbacks. (Not that I actually played Rygar, but I've listened to its soundtrack a bunch.)

YES! That's what it reminded me of. I'm impressed that you can crank out such quality tunes at this frenquency. It's blowing my mind.

Sanagi
05-03-2009, 09:08 PM
The creative commons thing was what put archive.org over the top for me. I was looking around at file-hosting sites when I started to think "You know, I'm full of big talk about the future of intellectual property so I really should think about how I'm going to do this, even though legal jargon makes me sleepy and kind of sad." And then I saw that archive.org just asks you what you want to do and sets it up automatically.

They're not perfect. Their search engine kinda sucks, for one thing. But it's hard to complain about that when they do so much for free.

I do find magnatune (http://www.magnatune.com/) intriguing, though... When I have something really polished and perfected I might look at that option.

rockintomordor
05-04-2009, 11:00 AM
A song! Embark! (http://www.fileden.com/files/2009/4/19/2410691/embark.mp3)

I wasn't particularly happy with how it turned out, but that's what we all say. It borrows musical themes so heavily from Zelda that it's borderline plagiarism. I call it "Embark!" because it sounds like the music that would accompany someone who is embarking on a quest.

mr_bungle700
05-04-2009, 11:52 PM
Let's embark upon listening to this track! DOHOHOHOHO

I think it sounds really good! It has an adventuresome feel to it, and each movement seems to convey a different shade of that mood. I like how rich and varied the melody is.

I'm also really impressed with the way you handle instrumentation. The song is very nicely textured as a result of your careful employment of different sounds and volume levels. It's quite mature and makes me jealous! Nice work!

As for converting tunes to sheet music...I've never tried it with Musagi, but I'll see if there's a way to pull it off. It doesn't do it automatically, but it might be able to export a MIDI file, which I can then bring into Cakewalk or Finale and convert into a score. Otherwise I could just rewrite the song by hand in one of those programs, though that would take a little while. I'll see what I can do!

I fiddled around with this quite a bit last night, and while I made some progress I wasn't able to produce a proper score in any efficient way. As I suspected, I was able to export the tracks from Musagi as MIDI files, but when I loaded them into Cakewalk and Finale the scores came out so messed up that I would have had to rewrite them drastically in order to get them to work. I guess I really would have to just write the entire score out if I wanted to make something legible, and while I could do that, it would eat up a lot of time that I could be using to write more songs!

So, mister nunix, here are a few options for you:

1) If you're familiar with piano roll-based programs, you could download Musagi (http://www.cyd.liu.se/~tompe573/hp/project_musagi.html) and I could send you the work file. That way you'd be able to examine each track separately. Of course, then you'd also hear all the mistakes I made and see how inefficient my part management is, but still!

2) I did make separate MIDI files for each instrument aside from the drums, and I also have a combined file that includes all of them together. I could send you those, though again, they don't seem to import very well into other programs. Something's weird about the timing. The notation is correct, though.

3) I could also record the tracks separately and stick them in a .zip file.

So let me know if you want to do any of those things, or whatever. I really should figure out a convenient way to get these songs into score format in case I need them in the future.

mr_bungle700
05-08-2009, 05:09 AM
Sheesh, when was the last time I put up a new song? Sunday? I ran into a huge snag on Monday when I tried, and failed, to write three different songs. Then I got super frustrated and was all I SUCK AT SONGS I AM NEVER GOING TO WRITE ANYTHING EVER AGAIN

But then I took a break Tuesday and got better!

So here's the newest thing! It's the main title theme, and I'm pretty sure it has more notes per megabyte than anything else I've put up. All those notes for just under three megs! It's an excellent value.

I think the "game" is going to be called Kiyoh's Journey. It's sort of a play on Kino's Journey, and it also just kind of sounds like the name of a video game. I imagine the American version of the game would have been called something else entirely (or maybe they would have just changed "Kiyoh" to "Kio"), and probably would have had the majority of its ending removed and replaced with a THE END screen. Plus all sorts of weird changes to the graphics. Old video game nerds would still be cracking jokes about it!

Anyway, here's...

"Press Start to Play! This Is Kiyoh's Journey! (http://www.archive.org/details/Actiontime-PressStartToPlayThisIsKiyohsJourney)"

Press mouseclick to play!

Kirin
05-08-2009, 07:21 AM
Bungle, you are making me want to play this game, which is problematic since it doesn't exist.

Maybe we should write a FAQ for it or something.

rockintomordor
05-08-2009, 11:05 AM
That's a sweet song! It really catches the whole menu screen flavour of your mythical and nonexistent, yet engaging game. I'm all for writing a fake FAQ for it, as long as we include an outrageous "Secrets" section filled with overly long and hilarious codes.

One thing I'm noticing about our songs: They're all lengthy. Most NES songs were like, 45 seconds, and they just repeated.

By the way, Mr. Bungle, are you limiting yourself to four sounds at a time, or are you using more?

EDIT: Here's another song: Journey (http://www.fileden.com/files/2009/4/19/2410691/journey.mp3) (not the band)

Sanagi
05-08-2009, 03:17 PM
I SUCK AT SONGS I AM NEVER GOING TO WRITE ANYTHING EVER AGAIN
That's normal.

I haven't put anything up for a while. Now that the semester is over, I should put some time back into music.

Although you guys could always check (http://www.archive.org/details/chrysalis) out (http://www.archive.org/details/AutumnIntoWinter) my (http://www.archive.org/details/IrrationalPlanet) old (http://www.archive.org/details/Devonian) stuff. (http://www.archive.org/details/fearthegroove)

mr_bungle700
05-09-2009, 01:22 AM
Yes, make more songs! Your stuff is really cerebral, jazzy and ethereal. Real thinkin' music. You paint a very calming soundscape, but one that also urges the listener to pay attention to their surroundings so as not to miss any of the beautiful images that are floating by.

(That last sentence sounded waaaaaay more pretentious than it was supposed to. But you get the idea, anyway.)

And speaking of songs...

EDIT: Here's another song: Journey (http://www.fileden.com/files/2009/4/19/2410691/journey.mp3) (not the band)

So jaunty! You come up with really interesting melodic phrases. This definitely has an 8-bit feel to it. It makes me think of an upbeat, colorful platformer.

One thing I'm noticing about our songs: They're all lengthy. Most NES songs were like, 45 seconds, and they just repeated.

Yeah, I've been thinking about that quite a bit. I keep trying to cut down the length of my songs, but they always feel incomplete when they're so short. I say we should just write our songs in the way that makes them turn out best, and not worry too much about the NES format.

On that note, though, I'm pretty sure that when I'm finished with this album I'm going to create NES-length versions of all the tracks and release them as a companion set. It won't really be difficult to cut them all down and make them suitable for looping. In most cases I'll just have to reduce the song to two runs through the verse and chorus and remove anything else.

By the way, Mr. Bungle, are you limiting yourself to four sounds at a time, or are you using more?

Just four: three instrument tracks and one noise track. I'm no expert on the NES audio hardware, but I think that's how it worked. I actually really like the limitation of it. It forces me to put a lot of thought into what each instrument does at each point in the song.

Bungle, you are making me want to play this game, which is problematic since it doesn't exist.

Maybe we should write a FAQ for it or something.

A FAQ would be the greatest thing, and I would be both humbled and overjoyed if you folks wanted to contribute to it. I've also been thinking of doing something like a Hardcore Gaming 101 article on the game, with tons of details and screenshots. I do have lots of ideas for what I would want the game to be, but I'll also take suggestions from anyone who wants to give input. It will be the best fictional game ever.

I'm thinking it should be either a Metroidvania or a more advanced version of River City Ransom. We really need more RCR-style games, even if they're not real! I love the idea of an open world brawler with stat, move and equipment systems. Why don't we have more of those?

EDIT:

I'm all for writing a fake FAQ for it, as long as we include an outrageous "Secrets" section filled with overly long and hilarious codes.

Absolutely! Stuff like the Ikari Warriors code, but somehow more ludicrous. Like there are two super long codes and they have to be entered on controllers one and two at precisely the same time.

Sanagi
05-09-2009, 01:23 AM
So I'm starting to get the hang of Korg DS-10. It is great and furthers my goal of making a video game console band. Couple of nitpicks, though:

As far as I can tell, there's no way to noodle around on the kaos pad while also running the patterns in song order. That means you can't rip out a mad stylus solo in the middle of a song.

Also on the kaos pad, it would be nice if you could change scales without flipping through menus. Maybe have some programmable buttons so you could switch scales at a moment's notice. Nine times out of ten this would be used for harmonic minor chords. It would be more of an issue if my previous nitpick didn't make the idea of soloing over changes kind of unlikely.

I guess what I'm saying is I really like the potential of the kaos pad as a musical instrument in itself and these two issues are holding it back. Anyway, I don't want to sound too negative, because it is an awesome app. Anyone tried linking up two DSes for multi-Korg action?

Yes, make more songs! Your stuff is really cerebral, jazzy and ethereal. Real thinkin' music. You paint a very calming soundscape, but one that also urges the listener to pay attention to their surroundings so as not to miss any of the beautiful images that are floating by.

(That last sentence sounded waaaaaay more pretentious than it was supposed to. But you get the idea, anyway.)

Sounds like a great compliment to me.

I haven't caught up with listening to your last tune (rockintomordor's either) due to finals week but I have nothing but free time now!

mr_bungle700
05-09-2009, 01:41 AM
I really want to get a copy of Korg DS-10, if only just to play around with it. I picked up that guitar program that came out a while ago and it wasn't really all that great.

For soloing, would it work if you were dual-wielding two DS systems? Let one run the backing part and solo with the other?

Sanagi
05-09-2009, 01:48 AM
I really want to get a copy of Korg DS-10, if only just to play around with it. I picked up that guitar program that came out a while ago and it wasn't really all that great.

For soloing, would it work if you were dual-wielding two DS systems? Let one run the backing part and solo with the other?
I'm wondering that too. The manual doesn't go into too much detail. Actually, it makes the multiplayer sound pretty underwhelming. There's limitations on what you can load or edit. Hmm. The one nice thing about linking, really, is that it synchronizes the beat. Otherwise, you could just have two DSes side by side without linking them. I will have to investigate further...

*flipping through booklet* Oh hey, executive producer Yasunori Mitsuda, that's cool. I wasn't expecting to see him there, but I guess he's freelance, huh.

What guitar program is that? I haven't heard of it.

mr_bungle700
05-09-2009, 02:55 AM
It's Jam Sessions, and it kind of turns your DS into a guitar but not really. You map eight chords to the d-pad (directions + diagonals) and strum on the touch screen. The guitar samples are better than you usually get from guitar software, but trying to scrape the touch screen while holding the d-pad is really awkward. Plus, the transitions from chord to chord are too choppy unless you roll from one direction to the next, and that's pretty difficult to do smoothly when you've got chords on the diagonals too. And then there's the fact that the DS screen is way more sensitive than a set of guitar strings, and so your timing on the strums has to be super mechanical or else it will sound wrong. Your strums also have to be really small in order to stay within the bounds of the screen.

In other words, I didn't like it very much! It could be a useful tool in an overall console performance, but otherwise I don't see much value in it.

rockintomordor
05-09-2009, 11:17 AM
Sanagi, your stuff is awesome! Autumn into Winter has an incredible intro. And Irrational Planet is just awesome; I love the little breakdowns and time signature changes halfway through. You must listen to a lot of prog, because I can hear semblances of Yes and Rush in this, hahaha.

*flipping through booklet* Oh hey, executive producer Yasunori Mitsuda, that's cool. I wasn't expecting to see him there, but I guess he's freelance, huh.

No way! That's awesome! Can you believe he was only 23 when he composed the music for Chrono Trigger?

mr_bungle700
05-10-2009, 06:06 AM
Are you in the mood to invade an impregnable, high tech fortress?

Well you will be, after you've heard...

"Intruder Alert! Infiltrating Section Z! (http://www.archive.org/details/Actiontime-IntruderAlertInfiltratingSectionZ)"

Also, it's super easy to make the most amazing game ever when you don't have to actually build any of it. So here's the plan: the game has a Bionic Commando-style world map, with action stages and neutral stages connected by routes that the player can travel across at will. Instead of a modern world, however, it's a sci-fi fantasy kind of place, and the stages are spread out over three major countries: Chatha, Ion and Umbria. There's also a cluster of volcanic islands in the ocean between the three countries, where the final stages are probably located. The gameplay is action platformer style, and our heroine Kiyoh can run, jump, shoot, dash and eventually do tons of other stuff as she gets new weapons and skills.

The neutral areas are actually towns, sort of like the ones in Zelda II, and there the player can rest and buy consumable items, weapons, skills, and upgrades for Kiyoh's partly cybernetic body.

The game encourages revisiting previously beaten stages by featuring hidden rooms and even entirely new areas and bosses that can only be accessed once Kiyoh has gotten certain abilities. This gives the stages more replay value and touches upon the Metroidvania formula somewhat.

In addition to her main weapon, which is her Mega Man-style cybernetic arm, Kiyoh also has a secondary attack set to Up+B. Secondary attacks are very powerful and consume energy, which can be refilled by enemy drops. All of her available secondary attacks appear at the top of the screen, and she can switch between them by pressing the Select button.

And now a list of some of Kiyoh's moves, weapons and attacks! I know this is getting ridiculous, but I'm having way too much fun with this to not share it with anyone.

Abilities!

Dash: Kiyoh gains the ability to dash forward by pressing Down+A.

Double Jump: Kiyoh gains the ability to jump once while she's in the air.

Grappling Hook: Kiyoh gets a grappling hook that allows her to grab onto and swig from any platform. As it is activated by pressing the jump button when she's airborne, this ability can't be active at the same time as the Double Jump.

Hacking: Kiyoh gains the ability to hack computers with her mighty cybernetic brain, eliminating the need to collect key cards or passwords to navigate through high tech areas.

Super Strength: Kiyoh upgrades her cybernetic arm to make it incredibly strong. This gives her the ability to move or break certain obstacles and knock down most kinds of doors. Also gives her the Earthquake secondary attack, which is described below.

X-Ray Vision: Kiyoh gains the ability to see breakable, movable and fake blocks.

Weapons!

Firebird: Spews a gout of flame in front of Kiyoh for as long as the fire button is held. Short range, but deals immense damage.

Icehound: Fires shards of ice that freeze enemies solid.

Laser: A quick laser attack that goes through walls. It can be charged up if the player holds down the fire button for a short time. The charged blast is an enormous laser that fills a good chunk of the screen.

Lumina: Fires an unpredictable blast of electricity that can jump from the target enemy to other adjacent enemies.

Omnicannon: Gives Kiyoh the ability to fire in all eight directions, but disables her secondary attack.

Spread Gun: Fires bullets in a large spread.

Secondary Attacks!

Blizzard: Causes a snow storm that damages and slows all nearby enemies.

Earthquake: Kiyoh slams the ground with her cybernetic fist, shaking the area and damaging all nearby enemies that are not airborne. This is acquired automatically when Kiyoh gets the Super Strength upgrade.

Inferno: Fills the area with flames, catching enemies on fire.

Item Attract: Draws all nearby item drops to Kiyoh.

Lightning Storm: Bolts of lightning randomly strike the area. Unpredictable but highly damaging.

Power Surge: Kiyoh unleashes a chunk of the very power that drives her cybernetic body. She takes a large amount of damage and all of her energy is drained, but all enemies in the entire stage, save for bosses, are destroyed.

Shield: Kiyoh surrounds herself with a shield of energy, protecting herself from all damage. Drains her energy very rapidly.

Time Stop: Kiyoh temporarily freezes all nearby enemies and objects. Lasts only a few seconds and consumes all of her energy.

I could do this all day, but I'm going to stop now before I get too out of control. It's kind of fun to do all this work just to back up one album worth of music!

Pombar
05-10-2009, 06:47 AM
Mr Bungle, sir, you clearly have too much creative energy and must channel it through more than just hypothetical game design. Keep makin' sweet tunes, yo
Yet, that sounds pretty solid.

Kirin
05-10-2009, 10:02 AM
That sounds great so far, Bungle, but if you are serious about the Kino's Journey allusion then you *must* somehow work a talking motorcycle into the game. Given the cybernetic setting, it doesn't seem too much of a stretch. Could either be an NPC, or a special attack mode. Summon her motorbike sidekick for the temporary ability to travel quickly through the stage and mow down any low-level enemies in the way? The bike makes action-movie wisecracks while you're doing it.

Sanagi
05-10-2009, 03:48 PM
Late impressions:
Mr. Bungle - "Section Z" is really energetic. Somehow what it reminds me of most is Joe Hisaishi's electronic stuff from Robot Carnival and Venus Wars. One thing that stands out to me is your use of static drums is really effective. In trying to get a good drum sound out of famitracker, I've skipped right to monkeying around with samples(still need to try making them from raw audio), but I like what you've done with the static channel.

Rockintomordor - "Journey" gives me series of flashbacks to all kinds of games. But at the same time there's some distinct touches that aren't like any of those games at all. It's a sweet blend of nostalgia and novelty.

In both cases, it warms my old 2A03-loving heart to hear new music being made like this.

[Re: Jam Sessions]
That does sound pretty lame... Korg DS-10 is still mostly a novelty but it's got real potential.

You must listen to a lot of prog, because I can hear semblances of Yes and Rush in this, hahaha.
Guilty
No way! That's awesome! Can you believe he was only 23 when he composed the music for Chrono Trigger?
It's no wonder his health broke down... Imagine the pressure.

rockintomordor
05-10-2009, 05:00 PM
It's no wonder his health broke down... Imagine the pressure.

Seriously. And the fact that the music he created turned out to be of such incredible quality (http://www.youtube.com/watch?v=NITRZK8z0ek) at that age still amazes me.

(skip to 1:45 for the greatest piece of SNES-era video game music)

mr_bungle700
05-11-2009, 04:14 AM
Mitsuda was and is fantastic. I'm surprised nobody has talked about Xenosaga in the thread about bad games with good soundtracks. Not that I've played Xenosaga, but it doesn't look like a very good game. And yet the soundtrack is amazing. And partially orchestrated!

Xenogears would qualify there too, I guess, but I haven't played that either and it seems to be a little more fondly regarded (by people who aren't Parish).

Mr Bungle, sir, you clearly have too much creative energy and must channel it through more than just hypothetical game design. Keep makin' sweet tunes, yo
Yet, that sounds pretty solid.

Thanks! I do have a lot of creative energy, but I am also profoundly lazy, so that's kind of a problem. Fortunately that laziness doesn't seem to apply to music-related things.

That sounds great so far, Bungle, but if you are serious about the Kino's Journey allusion then you *must* somehow work a talking motorcycle into the game. Given the cybernetic setting, it doesn't seem too much of a stretch. Could either be an NPC, or a special attack mode. Summon her motorbike sidekick for the temporary ability to travel quickly through the stage and mow down any low-level enemies in the way? The bike makes action-movie wisecracks while you're doing it.

Oh, there will be a talking motorcycle. She needs a wisecracking sidekick, after all, and that might be how she gets around when she's not traveling between continents.

Mr. Bungle - "Section Z" is really energetic. Somehow what it reminds me of most is Joe Hisaishi's electronic stuff from Robot Carnival and Venus Wars. One thing that stands out to me is your use of static drums is really effective. In trying to get a good drum sound out of famitracker, I've skipped right to monkeying around with samples(still need to try making them from raw audio), but I like what you've done with the static channel.

Hisaishi, you say? You flatter me.

But yeah, I've been pretty happy with the way the drums have worked out so far. I don't know how much control Famitracker allows for because I'm kind of terrified of trying to compose with a tracker, but here's what I've been doing in Musagi:

-Keep note lengths short. Though I use some variation when it makes the song sound better, my standard approach is to make each snare hit last the duration of a single 8th or 16th note, and the hi-hat and bass hits last only the length of a 32nd note. This eliminates a good deal of the static sound and makes the beats a lot sharper.

-Pick a note and stick with it. Even though the noise instrument generates only static, it does do it on a particular note. I usually place the snare hit on the root note, a few octaves down from the melody, and then place the bass drum an octave below that and the hi-hat a couple of octaves above.

-Tweak the effects. Adding a little reverb or playing with the low pass filter can be all it takes to get the drums to sound the way you want them to.

One thing I haven't done yet is write a song with Mega Man-style tom hits, as you'd hear on the weapon acquisition screen in MMII (http://www.youtube.com/watch?v=cFuhTjcUsWY). From what I can tell, that's just a triangle wave with a downward slide on it and maybe some reverb, with an additional static punch to back up the snare hits. I'm definitely going to try that out at some point.

mr_bungle700
05-12-2009, 08:12 AM
http://i367.photobucket.com/albums/oo113/mr_bungle700/buysomethinwillya.gif

"Buy Somethin' Will Ya! It's Time to Shop!"

EDIT: Link dead! See the post below!

I'm not happy with how piercing the melody part is compared to the other instruments, but everything I tried to mellow out the sound just made it get lost amidst the other parts. I may have to mess with the effects some more.

mr_bungle700
05-12-2009, 09:24 PM
Bah! Well, I kind of accidentally exploded the previous page for the shopping song (the archive site leaves a lot to be desired when it comes to editing stuff), so I built a new one (http://www.archive.org/details/Actiontime-BuySomethinWillYaItsTimeToShopversion2). I also uploaded a new version of the song, which I like a lot better anyway. So grab this one!

rockintomordor
05-14-2009, 09:47 PM
The drums on Shop Time are cool, just because of the echo effect. I also love the harmony, because it's doing its own thing and doesn't seem to be restricted to the melody, even though everything totally sounds good together. Same with the bass, to a lesser extent. Sweet work! It's a shame that people listening to the song would only hear it for like 10 seconds considering the amount of time it usually takes for someone to buy something. Although, there could be some players who just go into the shops and leave the game on and jam out. I know I'd do that.

I made a song tonight that I've had in my head for a while. It's on Garageband, and parts of it are in 7/8! So you know it's awesome now.

Boss Theme (http://www.fileden.com/files/2009/4/19/2410691/Boss%20Theme.mp3)

It takes inspiration from SNES Final Fantasy battle themes, the music from Persona 4, and myself. To be honest, I'm not happy with the way the upbeat section worked out. It seems a little short, and I feel like I want it to go on longer. I tried incorporating an additional chorus in there at one point, but then I felt like the transition back into the main verse became too awkward. I don't know. I'd like some feedback on the flow of the song.

mr_bungle700
05-15-2009, 01:42 AM
It's impossible to write a song in 7/8 and have it not turn out awesome. That's one of the Golden Rules of Music.

So hmm...notes on the flow of the song. Well, first off, it sounds really good. It's groovy and intense. And, you know, I'm trying to find something about the flow that I don't like, but I honestly can't. The upbeat section is a nice break from the pressure of the main verse, but I don't hear it as being too short. It's like the verse is telling us that we've got a big boss battle going on, and then the upbeat section reminds us that the heroes are there to take on the challenge, but then the mean groove comes right back in to let us know that it's still a tense situation.

Looking at it that way, the upbeat section feels just right. I can't hear it any other way. Of course you, as the composer, are thinking of all the other possibilities you could have run with, but on my end it sounds like this is the way the song should be. I can't think of any examples off the top of my head, but I'm sure I've heard other boss themes take a similar approach.

If I had to give any criticism, I'd say that I'd like to hear the horn parts sound sharper and punchier. I want them to really blast me in the face. That's the trouble with synthesized horns in general, though.

I also love the harmony, because it's doing its own thing and doesn't seem to be restricted to the melody, even though everything totally sounds good together. Same with the bass, to a lesser extent.

In a way, I think this is a function of me only having three tracks to work with. I always have the urge to make them super busy, while still trying to keep them unified so they sound good together. I think it's working out alright, but I do want to try and write some stuff where I pull back the bass and/or harmony into more of a supporting role. I also want to experiment with having more clearly defined movements in the songs, as you tend to do. I like the way that sounds, so I should give it a shot.

rockintomordor
05-15-2009, 07:00 AM
Looking at it that way, the upbeat section feels just right. I can't hear it any other way. Of course you, as the composer, are thinking of all the other possibilities you could have run with, but on my end it sounds like this is the way the song should be.

Cool, I think that's what counts, really.

In a way, I think this is a function of me only having three tracks to work with. I always have the urge to make them super busy, while still trying to keep them unified so they sound good together. I think it's working out alright, but I do want to try and write some stuff where I pull back the bass and/or harmony into more of a supporting role. I also want to experiment with having more clearly defined movements in the songs, as you tend to do. I like the way that sounds, so I should give it a shot.

Go for it. The more movements, the better, in my books.

mr_bungle700
05-16-2009, 05:07 AM
Even frigid waters and icebergs aren't going to stop our heroine!

"A Swimsuit Won't Be Enough! Submerged in Icy Ocean! (http://www.archive.org/details/Actiontime-ASwimsuitWontBeEnoughSubmergedInIcyOcean)"

rockintomordor
05-16-2009, 06:59 AM
Wow, I really like that one. Short, but it's catchy and memorable. It really evokes the feeling of the sea with its melodic similarities to "Drunken Sailor", I find. Good job!

mr_bungle700
05-17-2009, 03:00 AM
So I made a dumb ol' blog (http://actionuniverse.wordpress.com/) at which to consolidate all this stuff. You don't have to read it, as I'm still going to post here when I finish a song, but there it is. Perhaps I'll be able to attract listeners from other parts of the interweb?

Probably not, but I figure I'll try anyway!

rockintomordor
05-17-2009, 04:50 AM
Man, I hope some more people post some of their music here. Right now this thread is basically the rockintomordor-mr_bungle700 tooting thread, which isn't necessarily a bad thing, but we need some variety, heh.

Kirin
05-17-2009, 07:15 AM
You guys are awesome enough for all of us, I guess.

The last time I semi-seriously dabbled in music composition was when I took an independent study in computer music back in undergrad (so, like, 1997, because I'm old). Appropriately enough for this board, I did a multimedia project based around various eras of video games. The video was all samples from games with stupid adobe effects applied, and is kind of embarrassing now, but the music was original (though with obvious influences).

Unfortunately the times being what they were, the only format I have the sound files in is humongulous AIFF files. But if I ever actually get around to converting them into something sane, maybe I'll post 'em!

nunix
05-17-2009, 12:55 PM
Been playing with musagi off and on this last week, but don't have anything show-able yet. -.- (mostly cos I have to boot into xp to mess with it, instead of downtime in osx)

Bungle, any chance you could post the smu for Haunted Village up alongside the mp3?

Also: anyone have an explanation for using the envelope and arpeggio sections of the instrument panel? -.-

Balrog
05-17-2009, 01:13 PM
Even frigid waters and icebergs aren't going to stop our heroine!

"A Swimsuit Won't Be Enough! Submerged in Icy Ocean! (http://www.archive.org/details/Actiontime-ASwimsuitWontBeEnoughSubmergedInIcyOcean)"

This one is my current favorite. It really captures the feeling of being underwater and being 8-bits :S

mr_bungle700
05-17-2009, 02:18 PM
TRUE FACT: I wrote it while underwater!

This may not be a true fact.

Man, I hope some more people post some of their music here. Right now this thread is basically the rockintomordor-mr_bungle700 tooting thread, which isn't necessarily a bad thing, but we need some variety, heh.

Agreed! I'm hoping Sanagi turns out some new tunes this summer, and I saw in the Finishing Time thread that Warg is working on something right now, WHICH HE BETTER POST WHEN IT'S DONE. Also, there are other people on Talking Time who make music, and they should post in here too! I'm calling you out, Tooting Tyrants!

Bungle, any chance you could post the smu for Haunted Village up alongside the mp3?

Also: anyone have an explanation for using the envelope and arpeggio sections of the instrument panel? -.-

Here's the .smu (http://www.mediafire.com/?yzzxommmgzx) for the haunted village theme! I tossed it up on mediafire because it's easier to do that than to modify the files on the archive page.

As for the envelope and arpeggio things, I can write something up but I don't have a lot of time at the moment. I'll get to it a little later, though.

I can explain how the arpeggio thing works real quick before I go. It's a lot of fun, and the key to getting some of the instrument sounds you'll remember from the old days. Basically, it turns each note into a series of rapid arpeggios, making it play three notes in quick succession instead of one. The three yellow dots on the left represent the three notes that will be played, and the gray line they start on represents the base note. So if you've told the program to play a C, those three dots are all on the C note.

If you want to get some really funky sounds, though, then you can change the position of those dots relative to the base note. Try moving the first dot down a few spaces, and then moving the last dot up a few spaces. Now write out a note that lasts a measure or so and play it back. Sounds weird, right? The program is running those three notes over and over again to produce a bouncy, vibrating sound.

My favorite trick is to leave the first and third dots in place and move the middle dot down a few spaces. It makes kind of a telephone sound. I used that for the harmony part in the Section Z song, to give it the feeling of alarms going off.

And one last note: if you hit the "general options" button in the top right corner of the instrument window, you'll find a whole treasure trove of useful knobs. The knob in the bottom left corner controls the speed at which the three notes of the arpeggio will be played.

And that's that! I'll have to do the rest later because I've got business to attend to!

nunix
05-17-2009, 03:45 PM
Thanks. One thing about the arpeggio though: there's a grey line there. Is there anyway to move that grey line so you get a wider wave?

General question: any advice on getting a note to fall-off? I spent awhile this weekend trying to copy some little chord progressions that I enjoy into musagi, but none of them sounded right (compared to when I play them on my harps) due to the "suddenness" of the sounds; things are either "on" or "off". I'm hoping those sound/volume envelopes are the key...

mr_bungle700
05-18-2009, 01:20 AM
Thanks. One thing about the arpeggio though: there's a grey line there. Is there anyway to move that grey line so you get a wider wave?

Not that I know of. I've tried to move it but I can't figure out how.

General question: any advice on getting a note to fall-off? I spent awhile this weekend trying to copy some little chord progressions that I enjoy into musagi, but none of them sounded right (compared to when I play them on my harps) due to the "suddenness" of the sounds; things are either "on" or "off". I'm hoping those sound/volume envelopes are the key...

I think that the volume envelope is the key to this, but to be honest I'm not good enough at using it to figure out how to do that yet. My theory is that the white line going across the box controls the attack and decay of the note. You can redraw it with your mouse, so I figure that if you started the line off at the top of the box and then drew a steady decline, the note would gradually fall off. On the right side of the box are two lines, one gray and one black. If you right click to the left of the gray line, it will move to the left, giving you a larger envelope to work with. Right clicking to the right of the gray line will move the black one, setting the end of the envelope. By setting the size of the envelope and changing the shape of the volume line, you should be able to get the effect you want.

Of course, that's my theory. I haven't been able to actually get it to work that way. There are also attack and decay knobs in the general options menu, but the attack knob just delays the attack and the decay knob just lengthens the decay rather than creating a fading effect.

So I guess what I'm saying I don't know how to make a note fade out! Sorry! I'll let you know if I figure it out, but I bet if you asked the creator himself (http://drpetter.proboards.com/index.cgi?board=musagi) he'd probably tell you right away. He seems to be good about that sort of thing.

As for the duty cycle envelope, it works the same way as the volume envelope, except the line controls the sound of the wave. You can make some pretty strange sounds with it!

Sanagi
05-18-2009, 01:58 AM
I feel like I'm confessing something when I say this, but I've been writing a concept album. It's taking some time. It'll be split into three parts and I've written the first part and some of the second.

In the meantime, there are other things of mine on archive.org. I don't think I linked to this one (http://www.archive.org/details/MinusOne) yet. Or you could listen to me improvise (http://www.archive.org/details/Summer_373) if that floats your boat.

rockintomordor
05-18-2009, 07:39 AM
Walking on Water is cool. I love the strings sound that you used. It's the right mix of obviously not real strings, but still real enough that it creates the same sort of soundscape strings would, although a bit spacier.

Hopeless Love is pretty touching, sounds like a Final Fantasy ballad from the NES days, or something.

mr_bungle700
05-18-2009, 10:39 AM
I feel like I'm confessing something when I say this, but I've been writing a concept album.

YOU MONSTER

I like your songs though! I really like "Summer." I didn't realize that steel drums could be so calming.

Sanagi
05-19-2009, 02:00 AM
It's an underappreciated instrument...
Tangential link: http://www.youtube.com/watch?v=b0JRFlFQ1TU

mr_bungle700
05-21-2009, 09:49 AM
Nope, I haven't been slacking off on my "WRITIN' SONGS ALL THE DANG TIME" duties. I've just been working on something special. I'm helping Balrog out with the game he's making (http://www.gamespite.net/talkingtime/showthread.php?t=7002)!

So here (http://www.archive.org/details/Actiontime-Samsaraversion2) is "Samsara." Balrog told me that some of the stages in the game have damaged or destroyed versions, and asked if I could produce alternate versions of the stage themes to match. So what you'll find on the site are both the original and "down" takes of the song.

djSyndrome
05-21-2009, 09:50 AM
Toot on the go (http://gizmodo.com/5263943/8bitone-chiptunes-synthesizer-app-lets-you-mix-it-like-mario).

rockintomordor
05-21-2009, 03:10 PM
Nope, I haven't been slacking off on my "WRITIN' SONGS ALL THE DANG TIME" duties. I've just been working on something special. I'm helping Balrog out with the game he's making (http://www.gamespite.net/talkingtime/showthread.php?t=7002)!

So here (http://www.archive.org/details/Actiontime-Samsaraversion2) is "Samsara." Balrog told me that some of the stages in the game have damaged or destroyed versions, and asked if I could produce alternate versions of the stage themes to match. So what you'll find on the site are both the original and "down" takes of the song.

Shouldn't those new ones not be titled "Actiontime!" considering they're not the same game? Or wait... Maybe they are! Has Actiontime! become a new franchise of delicious 8-bit goodness? I sure hope so.

mr_bungle700
05-21-2009, 04:37 PM
Actiontime! is the name under which I'm producing my music. It's a lot more exciting than my real name, and I can't use Mr. Bungle because it's already taken. So basically whatever I work on, I'll be credited as Actiontime! It's a silly name, but that's the idea.

I haven't quite gotten a hold of how I want to title the tracks I put up online though. For now I'm going to do [Artist] [Work] [Track Title]. I'd go back and change the earlier tracks to reflect this, but changing files on archive.org is difficult/impossible.

Radical Ans
05-22-2009, 06:18 AM
Ok, so this thread has officially got me wanting to dig out all the songs I wrote years ago and re-mix them into chiptunes.

I had some plans that this summer I'd get my midibox SID (http://ucapps.de/midibox_sid.html) (MIDI synth based on the C64 sound chip) fixed up and in a proper case. After that I was thinking of doing chiptune covers of some of my favorite math-rock instrumentals. Perhaps after that I can try my hand at some originals.

If I have some time this weekend I'll give Musagi a try. I used to use a program called guitar pro (which is more or less based around writing tablature) back in the day and then generate MIDIs to export into my DAW. Never really tried piano-roll based composition software.

Speaking of DAWs has anyone taken a look at Reaper (http://www.reaper.fm/)? It was written by the original developer of Winamp. Aside from having a badass name it looks like a pretty full featured DAW. Plus it has a $50 license for non-commercial use.

mr_bungle700
05-22-2009, 02:18 PM
Yes, join the fold! Tooting Tyrants unite!

Reaper looks pretty nice, but I haven't tried it out. It seems like a good replacement for Cakewalk, which, like most audio production software, is entirely too bloated for its own good.

I'm pretty happy with Musagi for my chiptune composition needs. I had never tried writing piano roll style either until I started working with Musagi, and while it was kind of awkward at first, the end result was that my composition speed increased dramatically. Now I'm excited to try all kinds of other programs I avoided in the past because they were piano roll based.

Radical Ans
05-22-2009, 02:49 PM
Just tried Musagi on my work laptop. It's a bitch to use at high resolution. Gonna give it a go on my home laptop and see if it's a little easier

Radical Ans
05-22-2009, 03:00 PM
Haven't been able to find an answer to this question anywhere: How does one change the time signature in Musagi?

Radical Ans
05-22-2009, 03:01 PM
Never mind. 3/4 button says hi.

mr_bungle700
05-22-2009, 04:19 PM
Radical Ans: The most self-sufficient Talking Tyrant

Shagohod
05-22-2009, 06:21 PM
I have some original stuff at my band's myspace (http://www.myspace.com/depravedheretic) It is blasting american death metal and i wrote them when i was like 17 or so. I have much better songs now, just not recorded. And a bit of cool cred, the drummer in the recordings is james king. He did drums for Origin's album echoes of decimation. He is the current drummer of unmerciful. I am the drummer for my band now. hooray blast beats!

Radical Ans
05-22-2009, 07:05 PM
Now that I'm at work and can access myspace I can link to my old band (http://www.myspace.com/operationsupercatch). Listen to the first bit of "The purple parrots never win." If you can name that tune you win a prize.

mr_bungle700
05-25-2009, 09:40 AM
Sadly, I will not be able to collect this prize. Those are incredibly catchy tunes though! Plus, it's nice to see that someone respects the power of the mighty Klobb.

I have some original stuff at my band's myspace (http://www.myspace.com/depravedheretic) It is blasting american death metal and i wrote them when i was like 17 or so. I have much better songs now, just not recorded. And a bit of cool cred, the drummer in the recordings is james king. He did drums for Origin's album echoes of decimation. He is the current drummer of unmerciful. I am the drummer for my band now. hooray blast beats!

That is some pretty serious metal you have going on there. I think my face exploded!

Radical Ans
05-25-2009, 01:50 PM
We ripped the begining synth bit of that song from the Duck Tales NES game. It's the level select music.

mr_bungle700
05-25-2009, 05:01 PM
WHAT

NO

I am terrible for not recognizing that.

Warg
06-12-2009, 08:41 AM
Well, I'm ready to start tooting the musical fruits of my labor!
actually, maybe that sounds kinda horribly wrong

Song Title: Unstable Footing (http://tindeck.com/listen/immb)
Length: 1:21 (loops at 0:37)
Created with: FamiTracker (2a03, 4 channels)
Mastered with: Audacity
License: (CC) BY-NC-SA 3.0 US (http://creativecommons.org/licenses/by-nc-sa/3.0/us/)


I initially had here a whole story about my ordeals in making this piece sound as shiny as I could -- but then I realized I might be building up too much exposition for a short song that's only the first I've chosen to share. I mean, I kinda hope to continue improving my skills in succeeding pieces. But, well, I'll share at least a few notes.

_ _ _

I've been playing around with FamiTracker for a good while now, making lots of short snippets of songs for practice (some which I've developed more than others), and I've been trying to learn how to make the most of a limited number of channels by listening closely to the songs of more-established modern chiptune artists. I kinda wanted to start with a four-channel composition without using the DPCM channel, just so that I could learn how to properly use white noise & occasionally the triangle channel for percussion, much in the same way Capcom's composers did. [For future pieces, I do have a couple of drum samples I created with my KORG DS-10 for the DPCM channel.] I also wanted to start with a shorter looping composition -- one that might fit into a shorter action-type stage -- just so that I could focus on detailing that short piece. I'll compose longer songs as my composition skills improve.

_ _ _

This being the first recorded piece I post, it's also my first experience doing any sort of audio mastering. After a while of not getting the results I wanted with just equalization, I picked up a book on the whole mastering process -- and though it seems to be geared more toward professional audio engineers, it still helped me to understand the equalizer a bit better and suggested I bring a bit of dynamic range compression to make the notes sound punchier. Even if it still isn't quite as crisp as other chiptune recordings I've heard, I think this is probably about as balanced as I can get it right now with my current skill level, without trying to overcorrect and make it sound too boxy, thin, airy, or boomy as a result; maybe with a more-learned ear later on, I can figure out how it could still be better-refined.

_________________________

In any case, I hope you enjoy this short composition! Comments and criticism are welcome!

And one random note: if you have or download any player that can slow down or speed up music (like Audacity), try playing the piece at 80% to 90% of its original speed. It's kinda interesting how the entire feel of the piece changes with a slower tempo & lower notes.

_________________________

[And a request on my pieces in general: I have to admit, the library of music I've listened to thus far probably somewhat limited, compared to what you guys have listened to (especially given your discussions in the Active Media subforum). If there's any passage that you might notice seems a little too similar to a passage in an established song -- so I avoid something like the issue with the MGS Main Theme (http://en.wikipedia.org/wiki/Metal_Gear_Solid_4#Soundtrack), could you let me know so I might be able to fix what I can or even remove it?]

rockintomordor
06-12-2009, 09:28 AM
Awesome work Warg. That's a really sweet song. I don't really know how to specify it's greatness: the bass line is really good and driving, the percussion is fun, and it's catchy! For the first song, you've done an excellent job. You seem to have a good grasp on the mechanics of whatever program you seem to be using. I could definitely take a few pointers from your compositional methods, heh.

I've also noticed you've liscenced your song. Should I be doing this?

Also, you shouldn't worry about your song sounding too much like another song, especially if it's just a coincidence. Given the amount of music recorded in the past 50 or so years, there's bound to be music that sounds similar somewhere.

Balrog
06-13-2009, 11:01 PM
That's a cool song. It sounds like a Castlevania song and a Mega Man song had a baby. Keep up the good work!

Gredlen
06-13-2009, 11:28 PM
That song is pretty sweet.

mr_bungle700
06-14-2009, 04:04 AM
I still haven't gotten the chance to listen to/comment on this tune. Things got in the way! I'll get to it soon though.

mr_bungle700
06-17-2009, 10:44 PM
Hooray, I listened to it!

It's quite good! Really punchy and tense. I especially like the way you've employed the triangle channel, where it occasionally comes in for some extra bass notes, but then really bursts out with the tom hits at the end of the chorus. That's very cool.

This definitely sounds exactly like a classic NES tune. I'd be inclined to believe it if someone told me that it was.

Man, someday in the future when we've all got more songs up here on TT, we should produce Talking Time Compilation Album: Tooting Time, in which we all offer up a few of our favorite tunes for an album to share with people, like the samplers that indie record labels put out. I guarantee that most of TT still hasn't heard any of our songs, but if we made a big deal about it I bet we could get some people to listen to the album and hear what we've been up to. We could also distribute it elsewhere to try and pick up some more listeners. I'd be proud to be on an album with you folks!

Sanagi
06-20-2009, 05:00 AM
Get album here. (http://www.archive.org/details/IrrationalPlanet_09)

This is not the concept album I've been promising. I got stuck on that for a bit so I decided to go back and polish up some old stuff - some of it I've posted here before. This is a set of electronic pieces that I've been working on for years.

Now I have no excuse not to get back to work on the new thing(he said with marked ambivalence).

rockintomordor
06-20-2009, 07:53 AM
First and foremost, I'd like to know what kind of statement would prompt someone to respond with "because they fear the groove."

Sanagi
06-20-2009, 07:23 PM
First and foremost, I'd like to know what kind of statement would prompt someone to respond with "because they fear the groove."
Even I think it's a weird title. It jumped into my head and I got used to it and now I can't change it.

rockintomordor
06-20-2009, 07:53 PM
Even I think it's a weird title. It jumped into my head and I got used to it and now I can't change it.

I need more random/non sequitur titles for my songs.

mr_bungle700
06-20-2009, 08:02 PM
"Daddy, why do people run and hide whenever Sanagi comes into town?"

"Because they fear the groove, son. Because they fear the groove."

I am excited for album times!

Balrog
06-20-2009, 11:31 PM
Get album here. (http://www.archive.org/details/IrrationalPlanet_09)

I've heard a few of these from checking on your blog in the past but I liked a lot of the ones I haven't heard before. "April Snow" was probably my favorite, it had a neat vibe to it, almost Mega Man Legends-ish. "Morgantown" and "Water and Wind" were a few more that stood out. Nice work!

rockintomordor
06-21-2009, 04:39 PM
Here's another song: Organic (http://www.fileden.com/files/2009/4/19/2410691/Organic.mp3)

I just finished playing through Final Fantasy 7, and man, that boss battle theme rocks! It rocks so much that I was inspired to rip it off and make my own prog fest in 6/8! It sounds very similar in parts to my last song, Boss Theme, so they would definitely be in the same hypothetical RPG.

Bonus points if you can guess why it's called "Organic"! HO HO HO

Also, Sinister Hemipsheres is possibly the greatest thing you've ever produced, Sanagi. How unexpectedly does that awesome melody come in! I feel like I'm watching some space pirates in the future bumble around and be super silly. Excellent job!

mr_bungle700
06-21-2009, 09:50 PM
More music to listen to? You guys spoil me!

I'm usually pretty slow on the uptake with listening to stuff, but I will listen.

Oh how I will listen.

Kirin
06-22-2009, 06:29 AM
I like Organic. It sure is FF7y! But not so much so that it's boringly derivative - it's got its own groove.

Sanagi
07-17-2009, 12:54 AM
Random Korg DS-10 Tooting here. (http://www.archive.org/details/DS10Exegesis)

Warg
09-15-2009, 06:18 PM
Finally got these pieces off my KORG DS-10 card; they've been waiting there for months. Besides having other outside stuff to concern myself with, I was also waiting until I could make videos out of playing these pieces -- but it's a little hard to trigger patterns, enable & mute channels, and mess with drum channels and KAOSS pads while standing behind a camera and making sure one of the screens is fully visible. Maybe it's an issue of practice, or maybe I need to think of a better set-up.

I also didn't bother equalizing these pieces; the last one I did, I equalized to my Shure SE110s, and it sounded decent when I listened to it through those earbuds -- but then I'd listen to it through a set of speakers, and somehow, my piece sounded completely uneven while pieces from other composers still sounded great. I'm still trying to figure out how to properly equalize between the two sources -- so this time, all I did for these recordings was to apply a bit of dynamic range compression.

Anyway -- it's two songs what I've uploaded here.

__________________________________

Going from a Swinging Ionian Start (http://tindeck.com/listen/gzrr)
Length: 1:31
Created with: KORG DS-10
License: (CC) BY-NC-SA 3.0 US (http://creativecommons.org/licenses/by-nc-sa/3.0/us/)


This is pretty much the first full piece I created from the KORG DS-10 software; had the basics of it back in January or February, and just kept fixing it up bit by bit from there. It's as the song title says: I was pretty much just fooling around with the KAOSS pad with an Ionian Scale, G Key, and happened to be recording for the first pattern. I ended up with a passage that, after listening to it, I thought I could develop it further and make something of a composition from it. So I added some swing, developed the percussion, and just kinda went from there, composing.

This piece may seem a bit repetitive; I varied it by fooling around with the drum tracks manually as the patterns were playing*, doing some automatic pitch changing with one of the channels on one of the patterns (as I changed said drum tracks), doing just a little bit of channel muting at certain times, and by going into the second synth channel's KAOSS pad at the very end as an automatic fade-out for that pattern occurred. It seemed to be the most I could make from 16 patterns at the time, with varied instruments.

* I did have a pre-set pattern set up at 0:42 -- 0:44, to give a conclusion to the drums I'd play around with from 0:29 -- 0:42.

__________________________________

Accordion-o-Matic (http://tindeck.com/listen/xqxr)
Length: 1:01
Created with: KORG DS-10
License: (CC) BY-NC-SA 3.0 US (http://creativecommons.org/licenses/by-nc-sa/3.0/us/)


It was a while ago that I inadvertently stumbled across making an accordion-like sound with the KORG DS-10, and I determined that I really needed to do something with it! I thought about recording the instrument and using it in a tracker -- but then I thought, if I find a way to switch different channels to play different melodies within the same patterns, I might be able to get a decently-sized piece out of one save file.

So I set all six channels to the accordion synth and worked different sound channels at different times -- at times manually enabling and muting channels, at other times setting one synth channel to play while keeping the other silent & timing the two channels to automatically switch.

It was all easier said than done to compose this piece, though -- besides only having 16 patterns to work with (meaning I had to do a fair amount of reusing what I could), I had to keep in mind that I could only manually enable or mute one channel at a time -- hence why the end sounds a little messy, as I'm trying to enable and mute several channels within a very short amount of time. It was also a shame that the drum channels couldn't play the accordion synth in the same way as the proper synth channels -- hence why from 0:38 to 0:39, the instrument for the main tune sounds a little off (and no amount of tweaking on my end made it sound right).

Still, overall I really liked the results! If anyone's interested, I can actually post the list of the combination of patterns & channels I play throughout the piece.

__________________________________

Comments and critique welcome!

rockintomordor
09-15-2009, 07:27 PM
One note: good formatting on the post! Nice and easy to read.

The first song is like a really trippy dance song for people who like actively listening to music. The harmonies are really awesome. And man, that drum sound works so well for the song, especially as the intro fades into the main part.

The second song is very well composed! It's not particularly catchy, at least not on first listen (it is quite complex), but just listening to it now I think the way the song bounces from each note to the next is very cool. Overall, I got the feeling of being pulled rigourously around on an accordian roller coaster.

Little Sampson
09-15-2009, 07:56 PM
I really, really like the accordion song.

Man, I can't wait 'til I have some free time to dig into my DS-10 that's been sitting on my shelf since Christmas.

Warg
09-16-2009, 06:36 PM
Thanks for the feedback thus far, everyone!

Man, I can't wait 'til I have some free time to dig into my DS-10 that's been sitting on my shelf since Christmas.

I'd recommend just getting started with it with ANY small amount of free time you might have (10 minutes here, 15 minutes there), just so you can start learning about & fooling around with the interface. It's initially daunting, but you can learn little by little what each setting & each knob does -- and you can learn how to make the best a combination of limited recording abilities and realtime playing features.

Admittedly, though -- I still don't quite fully understand all the features. It's just that I come across an idea, fool around with it, and think, "Hey, with what I know & what I've figured out, I can do this!"]

Sanagi
09-17-2009, 11:43 PM
Cool tunes, Warg. Lots of attention to detail. The accordion sound is perfect.

DS-10 is a great program to just mess with when you have some free time, like Electroplankton but more goal-oriented. It's relaxing. I've learned some things about synths, too, because it's so organic to play with various elements via the kaos pad.

The problem I have with it is the small save space. Every time I want to do something new I have to delete something else, and while I certainly have some expendable experiments in there, it just adds a bit of stress to what is otherwise a fun and relaxing process. As a result I don't pick it up as much as I should.

I also have an irritating desire to buy an extra DS for the multiplayer mode, which is actually damn awesome. The instruction booklet undersells it by telling you about all the limitations but simply having four synth layers you can tweak by kaos pad is amazing. I borrowed a friend's DS to try it out and it kinda spoiled me. You can create Phillip Glass-like soundscapes and shift them around so easily it's almost sinful.

Warg
09-22-2009, 11:03 AM
The problem I have with it is the small save space. Every time I want to do something new I have to delete something else, and while I certainly have some expendable experiments in there, it just adds a bit of stress to what is otherwise a fun and relaxing process. As a result I don't pick it up as much as I should.

THIS, right here -- which makes me disappointed that I haven't heard of any SD Card support for the PLUS version. Especially if each save file is going to be holding more synth/drum channel information; does the PLUS version have fewer save slots as a result?

[I wonder, though -- has Nintendo even released the libraries for SD Card saving support on the DSi? Maybe might it eventually make it into a DS-15 or DS-20?]

In any case, though -- I can't deny that something like this (http://tinycartridge.com/post/193674422/composers-yasunori-mitsuda-and-nobuyoshi-sano) sounds pretty awesome. And different sites are reporting that it'll be out here locally in about a month.

I also have an irritating desire to buy an extra DS for the multiplayer mode, which is actually damn awesome. The instruction booklet undersells it by telling you about all the limitations but simply having four synth layers you can tweak by kaos pad is amazing. I borrowed a friend's DS to try it out and it kinda spoiled me. You can create Phillip Glass-like soundscapes and shift them around so easily it's almost sinful.

I was kinda hoping to have two cards running at once, too -- once I finally get a DSi. Thing is, I might just go for the PLUS version as my second card, and I don't know if the regular and PLUS versions will communicate with each other, or if the PLUS version has to go to regular mode for that kinda support.
_____________________

Thanks for the comments, too! I've been meaning to say, also -- I've been enjoying your random DS-10 tootings on my little audio player for a little while now.
_____________________

EDIT: Anyway -- working on more FamiTracker stuff right now. Hope to have something really short, somewhat soon.

Warg
09-25-2009, 03:31 PM
Not a real double post, honest -- these posts are three days apart!

Anyway, here's that really short piece, which I created in mind to be an audition piece for that Talking Time podcast (http://www.gamespite.net/talkingtime/showthread.php?t=8498) we were all discussing a while back.

__________________________________

Time For Spirited Talking (http://tindeck.com/listen/gnxl)
Length: 0:21
Created with: Famitracker (2a03, 4 channels)
License: (CC) BY-NC-SA 3.0 US (http://creativecommons.org/licenses/by-nc-sa/3.0/us/)


As mentioned in the Talking Time Podcast thread, I tried to imagine a good theme for a bunch of people talking, and somehow ended up with the idea of people having a bit of a vigorous discussion in a marketplace. I ran with it, and yeah -- it kinda sounds like it could belong in a game of Tetris or something of the sort, doesn't it?

Don't know if this'll actually end up being the theme, though -- kinda depends on what everyone thinks of it, especially in relation to the podcast.

__________________________________

Again, comments and critique welcome!

rockintomordor
09-26-2009, 04:31 PM
Sounds sweet to me. It's nice and short. And catchy enough.

Warg
01-01-2010, 12:25 AM
So, as I mentioned in the Finishing Time 2009 thread (http://www.gamespite.net/talkingtime/showthread.php?t=7002&page=7#199), I've been experimenting with SiON (http://blog.jactionscripters.com/2009/10/02/sion-released/) these past couple of days. It's a cool engine!

I just kinda quickly belted this one out within the past few hours -- but go ahead and copy & paste this MML code into this editor (http://yomogi.sakura.ne.jp/~si/SolidImage/sion/mmleditor.html), and hit the Play button at the top. Everything should play out in real time.


// Auld Lang Syne (Simple Plucked String Version)
// Recreator: Roaring Warg (roaringwarg AT gmx DOT com)
// Date: December 31, 2009 -- January 1, 2010

// Having just started to experiment with SiON a couple days prior, I thought
// this would be a good opportunity to test out the Karplus-Strong string
// algorithm and the reverb effects. I got the idea to do this piece a mere
// few hours before the new year, though, so it was a pretty quick
// composition.

// I did have to look at other SiON MML songs to look at good parameters for
// the Karplus-Strong string algorithm, though. From there, I just did a bit
// more experimenting.

// The original song is of course public domain -- but since I've been told
// that new compositions of public domain songs are copyrighted to the
// recomposer, I suppose it's necessary for me to put it under Creative
// Commons. So!

// This work is licensed under the Creative Commons
// Attribution-Noncommercial-Share Alike 3.0 United States License
// (CC BY-NC-SA 3.0 US). To view a copy of this license, visit
// http://creativecommons.org/licenses/by-nc-sa/3.0/us/ .

// Anyway, enjoy & Happy New Year!

t 120;

#EFFECT0{reverb70,20,70,50};

#Z=%11@0,40,48,20,60,20s12 @f110,0;
#Y=%11@0,40,48,20,45,20s12 @f110,0;


#A= l8 c4 f4^8 e f4 a4 g4^8 f+ g4 a g f4^8 f a4 < c4 d2^4 d4;
#A+= l8 c4^8 > a a4 f4 g4^8 f+ g4 a g f4^8 d d4 c4 f2^4 < d4;
#A+= l8 c4^8 > a a4 f4 g4^8 f+ g4 < d4 c4^8 > a a4 < c4 d2^4 d4;
#A+= l8 c4^8 > a a4 f4 g4^8 f+ g4 a g f4^8 d d4 c4 f1;

#B= l8 > g4 a4^8 <c >a4< d4 c4^8 > g e4 c < c > a4^8 a a4 < c4 f2^4 f4;
#B+= l8 f4^8 e f4 d4 e4^8 d+ e4 d c+ d4^8 > f a+8r8 a+8r8 a2^4 < d4;
#B+= l8 f4^8 e f4 d4 e4^8 d+ e4 c4 f4^8 c f4 c8r8 > a+2^4 a+4;
#B+= l8 a4^8 f f4 d4 e4^8 d+ e4 d c+ d4^8 f a+8r8 g8r8 a1;

#C= l8 > c4 > f < c f c > f < c f d e d c d c > a+ a g f < c f c f c a f a+ a a+ < c d c > a+ < c;
#C+= l8 > a a+ a g f g a f g f e f e d c > a < d c > a+ f a+r < g4 > a f g a < c > f a+ < a+;
#C+= l8 a a+ a g f g a f g f e d c > a+ a < c f e f a c > b < c f > a+ a a+ < c d c > a+ < c;
#C+= l8 a a+ a g f g a f g f e f e d c > a < d c > a+ f a+r g4 a a+ < c e f2;

v15 Z A;
v4 Z B;
v4 Y C; v4 Y <C;

Balrog
01-03-2010, 07:14 PM
Hey, that's pretty cool. Is there any way to export that to .wav or .mp3 or something?

NevznachaY
01-04-2010, 01:12 AM
Wow, self-made music! I thought you guys were all about drawing and writing text.

Is this for chiptune-based music exclusively? Because I've got... stuff.

Kirin
01-04-2010, 12:25 PM
This is the "Everything" forum; knock yourself out. I'm totally up for some analog (or post-chip synth) music.

Balrog
01-04-2010, 12:32 PM
Please post your music, comrade.

Warg
01-04-2010, 05:40 PM
Yeah, the primary reason I've been making chiptunes is that it's easier to just use standard waves than it is to do a search for loads of free & royalty-free instrument samples. [And I'm not in a band, and my own actual instrument needs fixing in any case.] I mean, I'd love to work with other types of sounds. Though, I've created my own DPCM drums for 2a03 music; maybe I'll just be able to create other pre-recorded synth samples, too.

And Balrog -- it seems I'll just need to record that piece as it's playing to get it as a WAV or MP3 file. I'm not currently set to do that, with my comp a bit on the fritz -- but I'll see what I can do. In any case, thanks for the comments! It was a quickly-composed piece, though -- I feel I'm capable of doing much more detailed work.

NevznachaY
01-05-2010, 01:57 PM
I don't want to give you a myspace address of my post-punk band, because we couldn't figure out how to record an album that would satisfy everyone - so what's available there are crappy demos and live youtube videos. Not impressive (even though I still like the songs).

So I'm giving you something different. At my school, we used to produce our own musicals (usually based on something, but with original music). My buddy from the band asked his musically-minded friends (including me and my permanent partner in melodic crime) to remake some of the songs - specifically, those that HE wrote - to celebrate him turning 25. We did 3 of them, but the third one is currently unavailable. They're in Russian, obviously.

EDIT: Oh, and don't mind the vocals. It was intended that the Birthday Boy would record his own, so those included are of draft quality.

Without You.mp3 (http://narod.ru/disk/16625326000/Without%20You.mp3.html)
Captain of Birds.mp3 (http://narod.ru/disk/16625337000/Captain%20of%20Birds.mp3.html)

Mokrap of Croton
01-05-2010, 02:56 PM
Man, I'm just really fucking glad this isn't a thread about farting.

@ Uhhhh: That sounded rad.

Kirin
01-06-2010, 06:11 AM
Er... am I missing an easy way to download from those russian mp3-hosting pages? I put in the capcha, but still couldn't find a link.

NevznachaY
01-06-2010, 08:14 AM
There's nothing difficult about it: enter the numbers, press the big green button. If you still have problems, I'll upload them to rapidshare later.

Kirin
01-06-2010, 08:49 AM
Hmm. Entering the numbers and pushing the green button underneath them gives me another page that looks kind of like the first page, only without the numbers and button. There's a link near the top, but that just takes me to a page that wants to install an add-on search bar for the site. There's a yellow box with a link that takes me to some sort of site agreement legalese. There's the name of the mp3 file, but still no download link that I can see. I dunno what I'm doing wrong?

(I'm on Firefox/WinXP here if that makes any difference.)

NevznachaY
01-06-2010, 09:08 AM
That's strange. I'm on Firefox 3.0 and XP as well.
The add-on bar link is on the yellow background, the link to the file is right above it. However, the download should have started automatically.

Alright, if that's still of no help, then rapidshare it is (or will be).

NevznachaY
01-08-2010, 07:56 AM
Ladies and gentlemen, I give you the fabulous rapidshare link (http://rapidshare.com/files/332245265/Pizza_s_Birthday.rar.html).

Warg
01-19-2010, 10:50 AM
Hey Nev, it took me a good while to find a spot in the download queue, but I finally succeeded in downloading those pieces yesterday. It's cool music! [And hah, I won't mind the vocals, though it was at least cool hearing Russian ones.] I did like the guitar style on Without You -- and on Captain of Birds, I especially loved the chord changes starting at 2m20s.

_______________________________________
_______________________________________


So, on my end -- I've been learning & messing around more with SiON from time to time these past few weeks. I have to say, I've been loving it.

While I still need to try out a few things (like controlled crescendos & decrescendos), I think I'm getting about to the point where I can do most everything I did in FamiTracker -- and my experience with the KORG DS-10 software has certainly helped me out in understanding different audio terms that the manual describes. It has taken a while for me to get a hang of the basic commands, given how hefty the manual is (http://mmltalks.appspot.com/document/siopm_mml_ref_05_e.html). But, just in experimenting with those commands one at a time -- once I've figured out how to do something, it really is easier to do it in SiON with just a few text characters, instead of running through loads of lines in a tracker. It's also easier for me to change the time signatures of a piece on a whim (adding 8th or 16th lengths to every other note to turn a piece from 2/4 or 4/4 to 6/8 or 12/8), whereas in a tracker I'd need to reconfigure the entire piece to make sure each pattern is working with the correct number of lines.

_______________________________________


For effects, though -- I could easily set some pre-defined ones that SiON offers (reverb, delay, etc.), but I'm still working on recreating them manually for when I play around in formats that don't have those sorts of automatic effects. And it's easy here just to add additional channels to do so. I can specify notes in a macro, and then I can have two different channels play that same macro -- one having a slight difference, like a key detune or a delay.

Here's a short example I made of just a simple key detune. Highlight & copy the code below, paste it into this editor (http://yomogi.sakura.ne.jp/~si/SolidImage/sion/mmleditor.html), and press the Play button at the top.

It should hopefully sound like something from a random early-1980s arcade game.

// Title: Jaunty Arcade Struttin' #001
// Author: Roaring Warg (roaringwarg AT gmx DOT com)
// Length: Initial loop: 0m 09s
// Loops infinitely after 0m 05s
// Format: SiON MML

/*
Testing out using secondary channels as key detunes of
primary channels -- so each apparent channel of music
actually has two subchannels. I've tried it before in a tracker,
but here in SiON, it's especially easy to do this sort of technique.
I decided to try this out here with a small piece that *should*
be reminiscent of early-1980s arcade-style music!

A bit of a guide here [but the piece ain't that long!]:

00:00 -- credit insert

00:01 -- short game intro
2 channel (4 subchannel) music

00:05 -- level 1 music (which just loops infinitely)
1 channel (2 subchannel) music
In early 1980s, the other channel would most likely
be dedicated to sfx, instead of interrupting a music
channel for them */

/*
This work is licensed under the Creative Commons
Attribution-Noncommercial-Share Alike 3.0 United States License
(CC BY-NC-SA 3.0 US). To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/3.0/us/ . */

#TITLE{Jaunty Arcade Struttin' #001};

#QUANT32;
#REV;

t 180;

#A=
%5@3 l16
@rr25q1>>c48<c2^8< @rr28 v16 q20 >c8 < g > q12 c c d q20 c8 < g > c8 d d+8 d c8 q24 c^8 q20 d c8 < a
> c8 < e g8 a+ a8 g e8 f g8 f e8 q24 c4;


#B=
%5@3 l16
@rr25q1 >>b-48<b-2^8< @rr28 v8 q20 c8 < c e g > c < b-8 g e8 c a8 c a8 q24 g+^8 q20 c e8 g+
g8 a b-8 a g8 < g > c8 a b-8 a g8 q24 e4;

#A+=
%5@3
<< q16 g^8 $ l8 q24 > c q4 < g16 > c q24 e16 q4 c e16 q24 g q4 e16
q16 a < q2 g16 > q8 g q16 e^16 q8 g16 e c16
q24 d < q4 a16 > d q24 f16 q4 d f16 q24 c < q4 a16
q16 b q2 g16 > d < q16 b^16 > q8 d16 < b g16;

A; k-12 A;
B; k-12 B;

#END; // ... except it never does!

_______________________________________


Though, my favorite part has been playing around with the key-off options, just so I can specify lower amplitudes or slightly different tone colors after a note ends -- for manual reverb, or for a change in tone color that an echo bounce might provide, etc. I can set them to occur automatically in SiON -- and I needed to manually specify that in FamiTracker, as least as far as I knew.

In this next short test piece, among several other things, I mess around further with key detune effects, and I also use extra channels for manual delay. There's a part of the piece below where you can disable or enable different pulse wave channels by commenting out lines -- look it up in a lower section in the code below! I even include basic instructions in case you haven't messed with code before. As of right now, I have four pulse wave channels enabled, so it would sound like something played on the NES' 2a03 (4 channels, no DPCM percussion here) plus the two pulse wave channels of the MMC5. Disabling one of the lines in the marked area will make the piece sound like it's only requiring the native 2a03.

Here's the link to that editor again (http://yomogi.sakura.ne.jp/~si/SolidImage/sion/mmleditor.html), in case you didn't access above; again, highlight & copy, paste into that editor, and press Play.

Once in the editor, scroll around to find that area where it's (hopefully!) easier to play around a bit with the pulse wave channels.

// Title: Mission End #001
// Author: Roaring Warg (roaringwarg AT gmx DOT com)
// Length: 0m 04s
// Format: SiON MML

/*
Another short test piece in which I try out a number of things!
Tone color & amplitude key-off options, pitch bending, vibrato
-- and I'm trying out white noise percussion and triangle wave
note accents here in SiON too.

I also go further in exploring how to use different channels to
provide effects for a main tune. I started off testing manual
delay, then decided to test key detune effects again, and then I
decided I'd try combining several pulse wave channels to see
how they'd sound.

Right now, I have it set to sound like the equivalent of the
NES/Famicom's 2a03 (2 pulse waves, triangle wave, white noise,
not using DPCM) plus the MMC5 (2 additional pulse waves as
enabled on the Famicom, apparently). I've marked below where
you can mess with the pulse channel settings a bit! I'm loving
how wonderfully easy it is to add channels for manual effects in
SiON.

It's a load of comments I have here, and for most folks reading
through who may be well-versed in SiON MML, a lot of these
comments may seem unnecessary. I won't add as many
comments in future pieces, but for some reason I wanted this
one to be well-commented. I apologize in advance if it seems
excessive.

In any case, though, let's continue on, eh?
*/

/*
This work is licensed under the Creative Commons
Attribution-Noncommercial-Share Alike 3.0 United States License
(CC BY-NC-SA 3.0 US). To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/3.0/us/ . */

#TITLE{Mission End #001};
#QUANT32;
#REV;

// There seems to be a bug that creates an automatic #REV with
// #QUANT, maybe? In any case, if it's ever fixed, I don't want my
// octaves to be reversed. Hence why I have the #REV above
// as a safety measure.

t 140;

// --- PULSE WAVES ---

// tables for tone color key-off effects
#TABLE0{2, 2, 2, 4, 4, 2};
#TABLE1{4, 2}3;

// table for amplitude key-off effects
#TABLE2{32, 16};

// tone color, amplitude, default length, & vibrato definitions
#A= %8 @@0 _@@1 _na2 s0 l16 @lfo8 mp6,15,16,6
// the main little tune!
q24<g8 > q28 f32*g32 q24 f d c+ c < g a+ > c8 c32 * c+32 c < a+ > c < a+ g q20 f q28 f+16 * g2^8^16 r16^32 v0 ;
/*
Without the second pulse channel as manual delay, I'd probably
add a longer rest to extend the amplitude key-off effect.
With the manual delay though, it seems a bit excessive. */

/* And here we fit that main tune into different channels!
--- HERE'S ALSO WHERE YOU CAN PLAY AROUND A BIT! --- */

> v12 A; > r8^16 v4 k-7 A;

// v12 A; r8^16 v4 k-7 A;

v12 k-8 A; r8^16 v4 k-15 A;

/*

(Well, technically you can play around anywhere, given the
CC license, but hopefully it's easier in this spot to see
different results.)

So, the first & second set of lines are the original tune in different
octaves (the first higher than the second), while the third line is a
louder slight key detune of the lower octave (since all the channels
used for manual delay also have a significant level of key detuning;
just they they're at lower amplitude). Currently, I have the first
& third lines enabled, while the second line is disabled -- so, there
are four pulse waves playing. Feel free to disable & enable the
lines as you wish, to experiment!

- Enable only one line to hear what the 2a03 by itself would be
able to handle, if this were written for the hardware instead of
for SiON. In addition to the triangle wave & white noise, only
two pulse wave channels will be playing.

- Enable two lines to hear what the 2a03 plus the MMC5 (on a
Famicom) would be able to handle. [Two lines are enabled by
default here; you can try out other combinations of two lines.]
Four pulse wave channels will be playing.

- All three lines would require a more-advanced add-on -- but,
were I on a Famicom game development team in the early 1990s,
I'd figure it'd be diminishing returns for hardware by this point,
without using the different channels for separate instruments
instead of main tune effects.

----

For those unfamiliar with coding who might be reading this,
it's pretty simple! On those three lines above:

- Put comment slashes ("//") at the beginning of a line to disable
a line of code (or to write comments)

- Remove them to enable a line of code.

- If you want to disable one line's manual delay effect, you can
add comment slashes right after the first semi-colon of a
line. That just comments out anything after the slashes, but
not before them.

If you haven't messed with code before, try it out here!

----

If I wanted to optimize this piece further for a 2a03 + MMC5 combo --
in addition to creating & using simulated DPCM drums, I think I could
get away with just using one MMC5 channel for a non-delayed
key-detuned octave difference, freeing up the other MMC5 channel for
a separate instrument part. So, I'd have the first line enabled &
the first half of the third line enabled (so, three channels for the main
tune), and then I'd work separately with that fourth pulse channel.
Right now, though, I think I'll just leave this as is so that other folks
can play around with it. */


// --- TRIANGLE WAVE ---

#C=
%5@3 @rr63 l16
v16 << q12 >d64&<a+16^32^64 q24g8 >d+64&<q16a+16^32^64 > q24 d g16&>d+64<&q14g32^64
q24f+8 d f+64&q16c16^32^64 q28f+8 >d64&<q16d16^32^64
q26 g < q28d >f+64&<q22a+32^64 g > q28d < q24a+ >c64&<q24g32^64
> q28g8 q24d a64&q16f+32^64 b-64&q24g16^32^64;

/*
This section would be shorter & easier to read without the note
accents. What I do here, though, is I take an 8th or a 16th note
(or whatever), apply a separate 64th note to the start or middle,
and then adjust the length of the original note into a 8th minus 64th
(or 16th+32nd+64th) or 16th minus 64th (32nd + 64th).

I could do this by tables, but I can define individual 64th notes
this way. */

// and here we play the channel.
C;

// --- WHITE NOISE ---

// tables for white noise "note" envelopes
#TABLE4{0,-64,16};
#TABLE5{0,-80,32};

// percussive patterns ...
#D= nt4 q8c nt5q4c32 )c32( )nt4q12g( nt5 ((q8c));
#E= nt4 q8c nt5q4c nt4 q12g ((nt5q8c));


// ... and it's brought together here.
#F=
v5 %2@1 l16 q16 @rr35
nt4g nt5q8g
D E D E D E
nt4 q12c nt5 q8c q12g nt4 )q16g8;

// play the drums!
F;

#END;
/* Thanks for reading through!
Again, I know it's a load of comments for such a short piece! */



So I'm getting my basics down; now I just need to start creating longer pieces. I also oughta start messing around with FM sound options, too.

_______________________________________
_______________________________________


Man, I'm just really f***ing glad this isn't a thread about farting.

... yyyeeahhh, hah, that's, er, been brought up before (http://www.gamespite.net/talkingtime/showthread.php?t=7841).

Seriously, though, I'm starting to think my suggestion for this thread's title may have failed. I'm half-wondering if we should change it to something more like the "Random Musicking Thread" or somesuch. I guess it might be easier to discern that this is a thread about music than it is about flatulence -- whereas with "Arting" -- well, the pun works while it's still easy to discern that it's about, you know, art.

Kirin
01-20-2010, 08:21 AM
That's pretty cool, Warg. I haven't stared at the editor enough to begin to grok the syntax, but it looks pretty damn flexible, if inscrutable.

rockintomordor
01-20-2010, 09:45 PM
Hey guys, I'm back! I'm making a game with my brothers right now. I'll probably be posting parts of the soundtrack on here occasionally.

NevznachaY: Those songs are really great. Can you link me to more of this?

Warg: I can't copy the code into the window for some reason. I'm also on a Mac, so that might have something to do with it.

Also, I've updated the first page song list.
Is it possible to change the name of the whole thread? I'd like to change it to "TT Official Music Composition Thread".

NevznachaY
01-21-2010, 05:42 AM
Thanks for the praise, you guys! Really appreciate it. I've only got one more song from this session (not at the moment, but I'll find it). Also, I've got a couple of concert videos from '08 that are almost decent in quality - I could post them later, I guess.

Warg: the guitar is not me (the guy doing the higher-pitched harmony and the first verse in "Captain Of Birds" as well as the backing vocals in "Without You"), but my partner. He's got style! We compose together, but the guitars are mostly his (while the keyboards are mostly mine).

Warg
07-07-2010, 08:18 PM
Hey, this thread! About music. Occasionally, we compose it.

I've got one new thing & two old things to mention here.

______________________________________

So! First -- something I wanted to post before Dragon Quest IX's release.

I kinda wanted to see what I could come up with if I could make a piece in the style of Dragon Quest II's battle music -- and this was my result. Admittedly what I made doesn't sound quite as wild, though.

In any case, I've entitled it Skirmish of the Mischievous (http://tindeck.com/listen/zdju).

Like NES DQ music, it uses three channels (two pulse waves & triangle wave). It's 1m 12s long & loops at 0m 34s. The first second is supposed to represent that transition from map to battle screen.

[I actually had most of this done late last year, and was saving it for another occasion -- but I decided to finally fix it up and post it here.]

___________________________________


Older stuff -- I've mentioned it elsewhere, but I hadn't mentioned in this thread that 8-Bit Reimagining of Rocket Knight's 1st Trailer Theme (http://roaringwarg.tumblr.com/post/588404687/) (now better known as the music for Stage 2-2).

... and now I have!

[And it was retweeted by Konami's Rocket Knight twitter feed!]

______________________________________

... and I meant to post this here a WHILE ago -- a short little SiON piece I did for the first Mafia game. (Originally posted here (http://www.gamespite.net/talkingtime/showthread.php?p=673716#post673716).)

Copy & paste the following code into this editor (http://yomogi.sakura.ne.jp/~si/SolidImage/sion/mmleditor.html), and hit play at top:
(You may need to do CTRL-V or Shift-Insert to paste it in)

// A few seconds of a player piano
// by Roaring Warg (roaringwarg AT gmx DOT com)
// (CC) BY-NC-SA 3.0 US

#QUANT32;
#REV;
#EFFECT{reverb 30, 75, 50, 50};

t160;

#Z= %8@5,48,48,22;
#Y= %8@7,48,48,22, k-8;
#X= %8@7,48,48,22, k-12;

#A= @rr32 l8
r^16 > d c+16 d e16 d < b16 g e16 d g16 b > q29 d^16 c+16 d d+16
e < b16 > c e16 d <b16 a b16 g d16 e g16;

#B= @rr32 l8 v9
r^16 b b-16 b b+16 b g16 e c16 d g16 d q29 b^16 g16 b g16
b+ b16 a b+16 b g16 a f+16 b g16 a b16;

#C= @rr40 l8^16 q20 v8
< d8 q28 e32 f32 q20g q14b q20d q14b q20g b8 d g16 b8 d16
q20a q14b+ q20d q14b+ q20b d8 b16;

#D= @rr40 l8^16 q20 v8
<< b+8 > q28 c32 e32 q20d q14g q20<b >q14g q20d g8 <b> d16 g8 <b16
> q20c q14f+ < q20a > q14f+ q20d g8 d16;

Y A; X A;
Y B; X B;
Z C; Y C; X C;
Z D; Y D; X D;
Z < C; Y < C; X < C;

Sanagi
07-13-2010, 01:14 PM
It's been way too long since I posted something here. Here's me trying out a new guitar tuning. (http://www.archive.org/details/SulkInMoonlight)

Balrog
09-20-2010, 06:57 PM
I'm sorta close to being done with my game, well, outside of the fact I don't have the music completed so I started fiddling around with Famitracker and came up with this. (http://www.freewebs.com/pandaga/LamentableWedding.mp3)

I think I'm just gonna chiptune a bunch of old classical music for everything else but eh, what're you gonna do?

Kirin
09-21-2010, 06:33 AM
For some inscrutable reason that link just redirects back to this page when I click on it or try to Save As, but works if I copy it and paste it in a new tab. Weirdness. Using Firefox on XP here.

Balrog
09-21-2010, 07:42 AM
Ughhh, I forgot my freewebs account acts wonky about mp3s. I'll find another place to stick it.

Balrog
09-21-2010, 08:14 AM
Ok, this should work: Click Here. (http://lastguygames.com/muzak/LamentableWedding.wav)

Warg
09-21-2010, 10:41 PM
So would this be for the intro or the title screen or such?

Balrog
09-21-2010, 10:58 PM
It's for an opening cutscene.

Healy
12-03-2010, 08:14 PM
Yo, musically inclined dudes! I've got a request for you guys, if you don't mind listening. I need a short loop, about a minute in length, for a lonely winter level. It needs to be in the Ogg Vorbis format, and I'd also like it to not exceed 3 megabytes in size. I'd prefer a chip-type loop, but I'm not picky. I can't offer much in return other than gratitude, but I'll try to make something special, even if it's just a cameo or something. If you feel up to it, just PM me and we'll work something out.

Sanagi
12-05-2010, 04:36 AM
I need a short loop, about a minute in length, for a lonely winter level. It needs to be in the Ogg Vorbis format, and I'd also like it to not exceed 3 megabytes in size. I'd prefer a chip-type loop, but I'm not picky.
Here's something I was noodling with in Korg DS just now that has that kind of atmosphere.

http://www.mediafire.com/?r7ck1kefcfgspyp

Warg
12-05-2010, 12:47 PM
That sounds pretty cool, Sanagi. I like its ambience.

Healy
12-06-2010, 05:02 AM
Here's something I was noodling with in Korg DS just now that has that kind of atmosphere.

http://www.mediafire.com/?r7ck1kefcfgspyp

Hmm, this is pretty good, but it's too loud and brash for what I'm doing. It needs to be softer and more subdued. Also it doesn't loop right. Thank you for taking the time to do this, though!

Also I found this while browsing Bandcamp yesterday. (http://dvgmusic.bandcamp.com/album/curse-of-the-crescent-isle-soundtrack) Did Balrog promote this here at all?

Warg
01-15-2011, 09:55 AM
Bumping this up to make it easier to move to the Creating subforum -- but I figure I should also share two musical-code tweets I made that are currently up on SiON140 (http://16dimensional.com/sion140/). They should be up for the next five or six days from this post.

If they disappear from Twitter's search, or if you wanna hear more -- well, it's kind of an inelegant solution until Twitter can search again for older stuff -- but you can go through my Twitter feed (http://twitter.com/RoaringWarg), copy any code-like tweets before the #sionmml tag, paste 'em into the input box, and hit play. Seems at current count that I've posted 54 of them.
________________

By the way -- Healy, did you ever end up with a piece you were satisfied with, or are you still looking for one?