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#1 2018-04-02 10:53:19

TheSeventhEmerald
Member
From: Spain
Registered: 2010-04-19
Posts: 302

[DEV] General Music Guidelines

So, coming from the discussion of these levels, http://opensnc.sourceforge.net/forum/vi … hp?id=1926 I want to open a discussion about the music, apart of it.

I did a search on the wiki and it is highly recommended to use the sounds from the music chip of the Sega Megadrive, which is the Yamaha YM2612. For those of you who don't know, the Megadrive generated the sounds in real time through this chip, which is in fact a FM synthetizer. That's why it had nice sound quality!

However,  looks like nobody was really following this advice xDDDD Not even Jobromedia, who was the lead musician of the project. For example, his original attempt at the City Chill zone is here: http://opensnc.sourceforge.net/forum/vi … hp?id=1465 There you can see that he uses really modern stuff for the compositions, not any old-school sounds.

I hope this will be good news: I am going to try to take care at least of the first prototypes of music for the game. My idea is to become proficient using the FM synth and make more old-school for the songs. I will start with new songs for levels that still have no prototypes. However, for the sake of consistency over the whole OST I will also present alternatives for already-existing music. In any case, it would be faster and more convenient if the other composers have MIDI files for the songs. In this way, we can simply change the soundfont and make everything consistent and coherent with very few changes.

Now, bad news: there are several VST able to emulate the sound of the YM2612. Unfortunately, none of them works under Linux. I tried to use one through Wine but it simply won't work. I cannot use Windows until this summer, soooo... My solution is the following: I will make the compositions following 10-voice style of the chip using some simple retro soundfonts, and this summer I will use the FM synthetizer to give the tracks another twist. I will try to get some Windows-working computer before summer, but I see it is, at least, not probable.

PS. Since we want this to be an opensource project, we should be careful of what we use to produce the music -I would avoid pirate copies of things, and try to focus on free/libre stuff so everybody can recover the stuff from the MIDIs and avoid legal issues. For the FM Synth, there is this one: http://gendev.spritesmind.net/forum/vie … php?t=1062 One example of how it sounds: https://www.youtube.com/watch?v=3GtToG_j5go (basically it is like the Megadrive!)

Last edited by TheSeventhEmerald (2018-04-02 11:02:32)


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#2 2018-04-04 13:42:14

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,279
Website

Re: [DEV] General Music Guidelines

TheSeventhEmerald wrote:

I did a search on the wiki and it is highly recommended to use the sounds from the music chip of the Sega Megadrive, which is the Yamaha YM2612. [...] However,  looks like nobody was really following this advice xDDDD Not even Jobromedia, who was the lead musician of the project.

Perhaps you can establish new guidelines.

TheSeventhEmerald wrote:

I will try to get some Windows-working computer before summer, but I see it is, at least, not probable.

Can you use a Virtual Machine?

TheSeventhEmerald wrote:

In any case, it would be faster and more convenient if the other composers have MIDI files for the songs.

I'm not sure about that.

TheSeventhEmerald wrote:

My idea is to become proficient using the FM synth and make more old-school for the songs. I will start with new songs for levels that still have no prototypes.

Yes, do it. If your song rocks and fits the game, we can have a new direction for the music. smile

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#3 2018-04-05 01:54:08

MatheusRRR
Member
From: Rio de Janeiro, Brazil
Registered: 2012-10-05
Posts: 335
Website

Re: [DEV] General Music Guidelines

I know how to use genny ... I've been using it for some time.

6 channels FM (No DAC) + PSG
https://www.dropbox.com/s/oc4yi3ufwufw4 … .vgz?raw=1 (VGZ compressed VGM)
https://www.dropbox.com/s/ko0hdqd2lcij2 … .mp3?raw=1 (MP3)

I used a song "sample" from fl studio, and I remaked it using genny. I tried to make a reverb and delay effect.. If you want help I can teach the full tutorial of genny

Last edited by MatheusRRR (2018-04-05 02:01:06)

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#4 2018-04-08 10:01:34

TheSeventhEmerald
Member
From: Spain
Registered: 2010-04-19
Posts: 302

Re: [DEV] General Music Guidelines

Thanks for your support, Alexandre. I think that the current guidelines are very nice and could give a good feeling to the game. I wanted simply to mention them since it looks that nobody was paying too much attention to them.

The idea is to set up a VM with Windows so I can start doing things right now, let me see if I can do it.

G.E.R., thank you also for offering your help! I will ask you if I have any problem. I know the theory of FM synths, I simply need to have my hands dirty with it.
I will keep your informed about the progress. For now leets see if I can set up the VM for using Genny, or at least I manage to make it run on Linux.


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#5 2018-06-29 11:47:54

TheSeventhEmerald
Member
From: Spain
Registered: 2010-04-19
Posts: 302

Re: [DEV] General Music Guidelines

Some news on this. I will be able to restore my Windows shortly. I will probably start working on ideas for the official music soon.

Sorry for the delay, but late is better than never...

If you have any priority for the songs to be made please leave them here (maybe G.E.R. has something to say about this):


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#6 2018-07-02 10:56:28

G.E.R.
Member
From: Russia, Krasnodar
Registered: 2017-12-26
Posts: 177

Re: [DEV] General Music Guidelines

Sunshine, Waterworks and City Shill music has already.
You can create music for Sky Fortness and Crystall Temple first, and then for other level.

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#7 2018-07-02 13:30:13

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

Re: [DEV] General Music Guidelines

I use YM2612, GENNY, NESvst and Unknown64 quite a lot. All free plugins. I might take a shot at some songs, I got stuff here gathering dust. I'll let you decide where to put them, if you want them.

@theseventhemerald

FL Studio works in WINE, and loads most plugins flawlessly, although some have serious overhead issues, that are not present on windows. Are you using LMMS or some other Linux DAW?

Edit: I recently re-instrumented a song composed by a friend, in which I used only YM2612 and samples from Genesis/Mega Drive, one  and a soundfont, which is incidentally not related to any of this except that it is an FM bass.

https://drive.google.com/file/d/1rmaeMJ … sp=sharing

Last edited by KZR (2018-07-02 13:54:31)


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#8 2018-07-04 12:04:43

TheSeventhEmerald
Member
From: Spain
Registered: 2010-04-19
Posts: 302

Re: [DEV] General Music Guidelines

I have been using LMMS to load Win VST in Linux (which is not an easy task...) but may of them will simply not work. For example, GENNY is not working for me. I don't know if it due to Wine version or whatever.

To work with FL Studio I would have to buy it, and I have no guaranty that it is going to work or that my VST are going to work either...

I will restore my Windows soon and start working with it. Hope Linux will be better for audio stuff soon.

Last edited by TheSeventhEmerald (2018-07-04 12:05:24)


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#9 2018-07-04 14:09:18

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

Re: [DEV] General Music Guidelines

the demo version only does not allow saving projects and zip packages. midi exported fine. meaning you can at least load the plugins, compose a song and save it as audio and midi. just for fun, at least


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#10 2018-07-13 15:04:19

TheSeventhEmerald
Member
From: Spain
Registered: 2010-04-19
Posts: 302

Re: [DEV] General Music Guidelines

Win restored, GENNY working and prepared to start doing stuff. I will probabily use exclusively Genny for all the music, so it is more similar to the original Sonic sound, as stated in the guidelines.

I will take first Sky Fortress and Crystal Temple as suggested by G.E.R. After that I will review the rest of the music to ensure it follows the guidelines, re-arranging it if necessary (I will keep the song, simply using more retro sounds and re-arrange to a 10 voice scheme max).
About the new levels, if you have some ideas on how you imagine the music of these levels, please say.
Usually the best is to think in existent music (of other games or movies or whatever) that in your opinion fits the level, and that may make me understand easily which is the style you want. If you have some ideas, post here some songs as references!

Thank you for the help! smile


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#11 2018-07-14 01:28:02

Alexandre
Administrator
From: Brazil
Registered: 2009-01-27
Posts: 3,279
Website

Re: [DEV] General Music Guidelines

Can you make a song for Sunshine Paradise? A very happy song, if possible based on the current Di Rodrigues' work.

The current music is incomplete, only 34 seconds long.

If you decide to take this project, please get inspiration directly from here:
http://opensnc.sourceforge.net/wiki/ind … e_Paradise (the current in-game brickset will change).

I don't remember listening to your songs, so I'd like to hear that as well cool

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