[Music and sound artists list] Please if you like works with sound, if you make music (on computer or not), present you and your works

General

jicehel

5 years ago

Hum, what to say: you like sounds, you like music, show us what you do, what you like do, what you could do for games (I need you... but it's another subject...  :D) 

ragnarok93

NEW 5 years ago

Yeah, it would be nice to have here some computer musicians knowing something about chip tunes or any other kind of music ;).

Codnpix

NEW 5 years ago

I like sounds and I like to make them ^^ !

I haven't done much for game music but I made the tracks for my very first game (javascript) :

https://codnpix.github.io/cervolab/index.html

There is 1 track per level and 6 levels, I past you the direct links of each level here if you don't want to have to play them all ^^.

The tracks are made with LMMS software.

https://codnpix.github.io/cervolab/level2/index.html

https://codnpix.github.io/cervolab/level2/level3/index.html

https://codnpix.github.io/cervolab/level2/level3/level4/index.html

https://codnpix.github.io/cervolab/level2/level3/level4/level5/index.html

https://codnpix.github.io/cervolab/level2/level3/level4/level5/secretlevel/index.html


And this is an old soundcloud  but I haven't done anything in a while... 

This is a 14 tracks set. It was made with analog and digital hardware, synthetisers, filters and stuff...

https://soundcloud.com/abstractobject


I 'd love to go further with making game music. I'm trying to learn how the gb.sound interface works, how to make patterns and play them, etc.

But I'm just starting and I'm all new to c++ so it might take a while :D !

jicehel

NEW 5 years ago

Cool to have a musician. I have heard your music. To be honnest, the music of Allergen is not the music i currently heard. So there have to many drums and scratch for me but with a more simple song, it's could be fine (for me as it's mainly because i'm more classical... ;) ).

I have heard the musics of your javascipt game. It's more in the things i heard except music of the level 4 that i don't like dor same reasons...  ;) 

So mainly in the prog, they use waves for music. If you have time, i would be inteested to have one music for one of this game: Pacman, Invader  (If you want make 3, it's would be fine too.) If you agree and if you have time, afte we could add some in Breakout and Sokoban with different sounds / rythm to break the sound ambiance then level change. If you want too, it's could be fun to have a top score music (can be same in all my games). And if you have any idea of music to add somewhere, just say it and i'll add it if i like it (Yes of course all can't be fine for all).

So atm they don't use patterns, they use sounds and waves.

Codnpix

5 years ago

Indeed you have a lot of work to give :D ^^ !

Yes I could give a try to make some sounds for two or three little games, or contribute to an original project. But I first have to understand how music composition works on Gamebuino (I mean without reading a .wav file from sd card).

So atm they don't use patterns, they use sounds and waves.

Ok, but how can I make a sequence with these sounds and waves ? I found documentation on how to create and read a simple sound, tone, or fx, but I did'nt get so much details on how to make an actual music, sequence or pattern of sounds.. So I'm a little lost right now ...

But as soon as I will understand how it works I will get into it :).

Codnpix

NEW 5 years ago

jicehel jicehel

Indeed you have a lot of work to give :D ^^ !

Yes I could give a try to make some sounds for two or three little games, or contribute to an original project. But I first have to understand how music composition works on Gamebuino (I mean without reading a .wav file from sd card).

So atm they don't use patterns, they use sounds and waves.

Ok, but how can I make a sequence with these sounds and waves ? I found documentation on how to create and read a simple sound, tone, or fx, but I did'nt get so much details on how to make an actual music, sequence or pattern of sounds.. So I'm a little lost right now ...

But as soon as I will understand how it works I will get into it :).

jicehel

NEW 5 years ago

Yes to play music you can do patterns but i can't explain them as then i have tru it even with the Excel File to help to create them, the result was not the things i was looking for... The music was not at all as when i played notes. So, atm i can explain you how to play a sequence of notes (but then the game is paused as you play it). You can use an array of notes and increase of one note every cycle 25 time/s to see if you play another note or note, but it's not easy to manage or play waves. ATM i can't propose better (i don't say that there is no other solution, just that me i can't give them if they exists but maybe someone else know how to do them and can explain it  ;) .) 


Codnpix

5 years ago

(but then the game is paused as you play it)

For me the whole point is to have a music playing while the game is playing... Well thank you anyway, I will take time to look deeper into it when I'll feel ready :).

Codnpix

NEW 5 years ago

jicehel jicehel

(but then the game is paused as you play it)

For me the whole point is to have a music playing while the game is playing... Well thank you anyway, I will take time to look deeper into it when I'll feel ready :).

jicehel

NEW 5 years ago

For that, you can use wav files (play music in game). It's works fine.

Codnpix

5 years ago

Actually I've tried that (with a very short 8bit wav mono track file) a little but my sound was playing way too slow, and the whole game was totally slowed down. I tried to ajust the framerate value etc, but I didn't succeed in any way... It was either too slow or destroyed by white noise... So I didn't understand that part very well either ^^ !

Codnpix

NEW 5 years ago

jicehel jicehel

Actually I've tried that (with a very short 8bit wav mono track file) a little but my sound was playing way too slow, and the whole game was totally slowed down. I tried to ajust the framerate value etc, but I didn't succeed in any way... It was either too slow or destroyed by white noise... So I didn't understand that part very well either ^^ !

Sorunome

NEW 5 years ago

The easiest way on the meta is really to just play back 8-bit wav files. You can restrict yourself by e.g. using a famicon tracker.

Patterns work the same as on the gamebuino classic, except you only have square instrument. So basically you have an array of pitches and durations (duration in frames) which it cycles through. For multiple tracks you have to start multiple patterns at once.


EDIT: as the META doesn't have any sound chip and all the sound is CPU-generated anyways there is no real point in not just going for 8-bit wav.....technically, that actually frees up some CPU time as you don't have to calculate amplitudes etc.
So tracks, etc. are all done in-software and are calculated by the CPU in real time, using up valuable time your game could be using to compute game logic!

Codnpix

5 years ago

there is no real point in not just going for 8-bit wav

Ok then, I'm going to try again that way. But is there something else to know for this to work ? Because I tried several times and I never got to hear the track playing at its normal speed. How do I choose the right framerate ? What can be the reason for that kind of problem ?

Codnpix

NEW 5 years ago

Sorunome Sorunome

there is no real point in not just going for 8-bit wav

Ok then, I'm going to try again that way. But is there something else to know for this to work ? Because I tried several times and I never got to hear the track playing at its normal speed. How do I choose the right framerate ? What can be the reason for that kind of problem ?

Sorunome

5 years ago

Track speed is independent of framerate. You have to export as 8-bit unsigned mono 44.2k wav file and use that one. Framerate is only important for populating the buffer: buffer size is by default so that at 25FPS it is enough

Sorunome

NEW 5 years ago

Codnpix Codnpix

Track speed is independent of framerate. You have to export as 8-bit unsigned mono 44.2k wav file and use that one. Framerate is only important for populating the buffer: buffer size is by default so that at 25FPS it is enough

Codnpix

5 years ago

Track speed is independent of framerate. You have to export as 8-bit unsigned mono 44.2k wav file and use that one. Framerate is only important for populating the buffer: buffer size is by default so that at 25FPS it is enough

That's what I finally understood by trying multiple combinations of setup, but then I really don't understand why I never get to hear the track playing clean on the GB. I use an unsigned 8 bits monochannel wav file, I put it in my sd card and play it with gb.sound.play("mytrack.wav", true); in the loop (I tried with and without the boolean). When there is absolutely nothing more in the sketch the track plays at its normal speed, but the sound is very fuzzy/crunchy/ticky/..., and the tracks shifts at each loop and overlaps with the previous loop, and starts generate white noise... short, I really don't get it ... I'm really sorry to ask so much probably stupid questions but I think I missed something important somewhere and I don't see it.

I can only recommand you to use SoX instead of Audacity. See https://gamebuino.com/fr/community/topic/jouer-du-son#c9391 (in french) or https://gamebuino.com/fr/community/topic/how-do-i-get-my-music-to-play-and-also-oop#c7721.

I will try with SoX then, maybe there is a problem with Audacity export, but the file seems very clean to me, I don't see what could cause such a problem...


Also, I have another question : I understand that the better and easiest way to read music while executing a game is by reading an external file (I hope I will finally get this to work on day...), but I also really would like to understand more deeply how the sound works in the machine. I think there is some satisfaction in using the sound of the machine and doing something with what the component themselves are capable to generate... So, I'd like to know if someone could advise me  a documentation (not necessarily  a Gamebuino documentation) for me to learn more about that. Docs about the sound component or something ? (I might not be using the right words, but I want to learn about all this)

When I'll feel ready I would to try develop a tool to make music with the machine, like a little step sequencer with squarewave, noise and envelops... I thing it could be something pretty cool, I'd like to try...

Codnpix

NEW 5 years ago

Sorunome Sorunome

Track speed is independent of framerate. You have to export as 8-bit unsigned mono 44.2k wav file and use that one. Framerate is only important for populating the buffer: buffer size is by default so that at 25FPS it is enough

That's what I finally understood by trying multiple combinations of setup, but then I really don't understand why I never get to hear the track playing clean on the GB. I use an unsigned 8 bits monochannel wav file, I put it in my sd card and play it with gb.sound.play("mytrack.wav", true); in the loop (I tried with and without the boolean). When there is absolutely nothing more in the sketch the track plays at its normal speed, but the sound is very fuzzy/crunchy/ticky/..., and the tracks shifts at each loop and overlaps with the previous loop, and starts generate white noise... short, I really don't get it ... I'm really sorry to ask so much probably stupid questions but I think I missed something important somewhere and I don't see it.

I can only recommand you to use SoX instead of Audacity. See https://gamebuino.com/fr/community/topic/jouer-du-son#c9391 (in french) or https://gamebuino.com/fr/community/topic/how-do-i-get-my-music-to-play-and-also-oop#c7721.

I will try with SoX then, maybe there is a problem with Audacity export, but the file seems very clean to me, I don't see what could cause such a problem...


Also, I have another question : I understand that the better and easiest way to read music while executing a game is by reading an external file (I hope I will finally get this to work on day...), but I also really would like to understand more deeply how the sound works in the machine. I think there is some satisfaction in using the sound of the machine and doing something with what the component themselves are capable to generate... So, I'd like to know if someone could advise me  a documentation (not necessarily  a Gamebuino documentation) for me to learn more about that. Docs about the sound component or something ? (I might not be using the right words, but I want to learn about all this)

When I'll feel ready I would to try develop a tool to make music with the machine, like a little step sequencer with squarewave, noise and envelops... I thing it could be something pretty cool, I'd like to try...

Sorunome

5 years ago

I put it in my sd card and play it with gb.sound.play("mytrack.wav", true); in the loop

That's the problem, don't put it in the loop, that would start the wav file from the start every single frame! Only call it once!

When there is absolutely nothing more in the sketch the track plays at its normal speed, but the sound is very fuzzy/crunchy/ticky/..., and the tracks shifts at each loop and overlaps with the previous loop, and starts generate white noise

Try outputting your CPU usage somewhere, that should be really helpful for debugging


EDIT: you can see a detailed example in the Audio Example

deeph

NEW 5 years ago

From my experience it seems that the white noise is caused by the dithering during the conversion : https://en.wikipedia.org/wiki/Dither#Digital_audio, hence why I use SoX and disable it.

Sorunome

NEW 5 years ago

Codnpix Codnpix

I put it in my sd card and play it with gb.sound.play("mytrack.wav", true); in the loop

That's the problem, don't put it in the loop, that would start the wav file from the start every single frame! Only call it once!

When there is absolutely nothing more in the sketch the track plays at its normal speed, but the sound is very fuzzy/crunchy/ticky/..., and the tracks shifts at each loop and overlaps with the previous loop, and starts generate white noise

Try outputting your CPU usage somewhere, that should be really helpful for debugging


EDIT: you can see a detailed example in the Audio Example

Codnpix

5 years ago

That's the problem, don't put it in the loop, that would start the wav file from the start every single frame! Only call it once!

Omg I'm so dumb...-_-

 Thank you ! I think that should solve at least that problem.