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Best Programs to make Video Game Music


scifiknux
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Hello, this is my first post on OCRemix. I've used this site for about 3 years, but never actually registered. I am a developer in the Halo Solitude project, which is being produced by Flaming Ice. We are trying to bring Halo to the PSP. (You can see our progress at www.halosolitude.com)

I am trying to make some decent music for our game, as we are hand making everything in this game, from the engine, to the models, to the sounds, to the maps. I am in charge of the 2D sprites and the maps and the voice acting already, but since we are having a shortage of Music Composers, I've decided to give it a shot.

Here's where OCRemix comes in. I have always loved this site, but what programs do people use to make this music? What always impressed me was Halo - Insurrection by Krispy, and I am going to try to make that same quality music. Can someone point me in the right direction? Thanks.

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How much money are you willing to spend?

Budget greatly affects what choices you have.

In general, a good sequencer with a piano roll and VST capability will do you well for the actual composing.

As far as sounds, you need VSTis or other format instruments (provided your sequencer supports the format) to use. You PC's MIDI synth likely won't cut it.

A few popular sequencers/DAWs:

Cubase

FL Studio

Logic (Mac only)

Sonar

Reason

None of those are truly "superior" to the others. They have different ways of working, and it is a matter of tase. Personally, I like Cubase, but I loathe FL Studio. But, FL Studio is definitely a good program. Many here use it, and it may be the most popular one.

Best thing to do: Find a bunch of them in your budget range and download the demos and find the one you like.

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Here's where OCRemix comes in. I have always loved this site, but what programs do people use to make this music?

Doesn't matter.

DZ forgot Ableton Live btw ;) (it's got a fully functional demo).

There are no applications most suited to make music of a certain genre; there are however applications that make that kind of music easier. For orchestral stuff, nothing's easy.

What always impressed me was Halo - Insurrection by Krispy, and I am going to try to make that same quality music. Can someone point me in the right direction? Thanks.

For this you need an orchestral sample library. See also http://www.ocremix.org/forums/showthread.php?t=19953 .

Generally the player is built in. These all depend on budget - more money = better quality, more samples. Even then you're not there yet; writing for these instruments is not as simple as playing everything on the piano.

What do you already have? If the answer is "nothing at all, yet", you'd be off better looking for people you could convince into making music for your game, since you're going to look at the software (sequencer, plugins) and the hardware (controller keyboard, speakers, audio interface).

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We've seen too many people recently coming in here and wanting to "pick up music" as a side project to whatever else it is they're doing. Anything that comes as a result of "side project" devotion will probably not be too amazing, so yes I'd recommend instead that you get someone else to do it. I'm not even gonna touch on the legal side and issues about this though, that's your job.

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Well, I already know a great deal about music. I'm an 1st chair All-State clarinetist, and I've been playing for 8 years. I have also used Anvil Digital Studio and Mixcraft a little. I know how to play piano, and I even have an electric one with a MIDI cable, so I can plug it directly into my computer. I don't have THAT much money though. Maybe I can keep re-installing trials? Thanks for the list, DZ Composer.

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Re-installing trials may or may not work, but first of all most trials don't allow you to save your work (well, the FL Studio one doesn't). It may be worth, for the time being, to start notating your ideas in a program such as Anvil Studio, and then transferring them over to a DAW when you get it. I've been doing this for ages, heh, and it also stops me getting confused when I try to modify and work on a piece inside a DAW because I know what I've got.

Save up your money. Don't buy a lower-end product than the one you need; you might end up regretting it later.

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You say you are a clarinetist, which helps, but have you ever done composition before? Do you know anything about orchestration?

If not, you will have a lot to learn before you can do this.

I would only advise you pick up this hobby if you are serious about it. Let me tell you something important: You WON'T create a Halo-sounding piece if this is your first time composing. You are essentially taking up a new instrument.

Like playing the clarinet, composition (especially orchestral) takes practice to do well.

Also, this is a hobby that will require significant financial investment. You will have to spend several hundred dollars to get the right equipment and software to even just start. The soundcard in your PC is not good enough. If you only have a $300 Gateway computer, it won't be fast enough to handle the software properly. Once you get better, you will want to move on to better stuff, and better stuff is more expensive than beginner stuff. Kind of like how beginner clarinets are much cheaper than the professional ones.

For this project, you're better off trying to find a composer.

If you still want to go through with it:

Beware: Using trial software in the manner you are describing is illegal.

If you buy this week, you can get a decent orchestral sound library with a built-in sample player for $100 at http://www.garritan.com . Be sure you read the manual on this library, though, as it acts differently that most.

There are low-cost sequencers out there. I don't know any off the top of my head, but if you end up using GPO make sure your sequencer can use all of the MIDI CCs and aftertouch.

A MIDI controller helps. Many cheap keyboards nowadays have MIDI out, so you can go that route, though I don't recommend it. You at least want a mod wheel if you're going to use GPO.

Make sure your computer can handle it. You need an ASIO-capable card. You'll get much better results than something like ASIO-4-All with an ASIO-native card. You need at the very minimum 1GB of RAM, 2GB or more is better. You'll also want at the very least a midrange dual-core CPU in there that is not a Celeron. You also need many gigs of hard drive space and a DVD drive.

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I would only advise you pick up this hobby if you are serious about it. Let me tell you something important: You WON'T create a Halo-sounding piece if this is your first time composing. You are essentially taking up a new instrument.

This CANNOT be emphasised strongly enough. It will take a hell of a long time to master the essentials, and that's just the beginning! But, not only are we actually composing music, we are using technology too- and to get the best results, you need to know how everything works. Putting the two together means a significant amount of tiem. You need to be dedicated, and you need to be motivated. A lot of it can be confusing, while at other times it may seem like you're just grinding through useless stuff.

BUT! It's not impossible. Put yourself into it, srs up, and you'll get far. Good luck, bro.

Also, listen to DZComposer, ehs a pretty cool guy.

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Making music has never been cheaper. That said, there's still the initial investment, and sampling libraries simply cost money. You could use cheaper/free ones (which don't have the detailed sampling done) such as Proteus VX and Independence Free and soundfonts, but an important point of orchestration is also articulation - and you'll only find regular sampled strings (and additionally, pizzicato) in those libraries.

Which makes it even more difficult to get something cinematic.

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well i'm also taking music theory in highschool this year, and I already know the basics of chords and keys. I know that Halo is based on an acordian scale, an E Major is it? I have Mixcraft registered, should I just make something with that then use a trial of another program to make it sound more realistic and better? I know I won't ever manage Halo's wuality, as Martin O'Donnel did it with live performers.

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echoing what's already been said...

it's not so much the theory as it is the orchestration...and that takes years to start being halfway DECENT at - and that's with classes, practice, and trial and error.

It's not as simple as "oh its in a certain key with a major chord" (plus I believe halo's theme is in a minor key; it could be a mode, but it is most definitely not major)

if you really are serious about this - and you don't have said years to get decent - then find a good, seasoned composer for your needs...or your music will fail. nobody sounds good the first time.

or the second time.

or the third time...

plus, samples have never ever ever been anywhere close to a real orchestra in terms of what you want - especially not the cheap ones.

Also, listen to DZComposer, ehs a pretty cool guy.

...and doesn't afraid of anything?

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based on an acordian scale, an E Major is it

oh man, this is really funny.

i realize you're just learning this stuff, so i'm not going to knock you. if i remember correctly, halo's 'monk' theme was based on a dorian scale, which means it's got a lowered third and seventh from the major scale in the same key. or, a better way to put it would be to say that it starts on the second note of the scale and follows that key (modes are funny). or, in c, it's C, D, eb, F, G, A, bb, C.

edit: yo raptor, i should point out that i'm helping this dude to get some stuff ready. like, i'm on his project boards, doing his muzaks.

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Another vote for getting a dedicated composer/engineer/mixer.

Anything orchestral will sound like absolute rubbish unless you know what you are doing.

And the only good synthetic orchestral work that I've ever heard made was made using the Vienna Symphonic orchestral sample set, using GigaStudio and the GigaPulse reverb modelling system.

Total cost of just that? $27,000 US. (the Vienna Symphonic library itself is just shy of one terrabyte in size for the straight orchestral sample set, not including specialist instruments.) But the results are jaw-droppingly beautiful.

Seriously, you're better off hiring someone unless you intend to make music composition and mixing/engineering a big part of your life.

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And the only good synthetic orchestral work that I've ever heard made was made using the Vienna Symphonic orchestral sample set, using GigaStudio and the GigaPulse reverb modelling system.

Total cost of just that? $27,000 US. (the Vienna Symphonic library itself is just shy of one terrabyte in size for the straight orchestral sample set, not including specialist instruments.) But the results are jaw-droppingly beautiful.

That's crazy talk! 27,000 bones?! CRIMENY!

I just listened to a demo of the GPO and it sounds fricken amazing for 300 clams! I figure that will get you by just fine if you can afford it. While the best is definately always a want, decent is a definate need.

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GPO is a pretty good library, but it doesn't sound great out of the box. You have to learn it's programming and you need some good reverb.

I'm not trying to tell you not to buy it, just to be aware that GPO is a different library than most and really isn't a library for the lazy when it comes to getting the best out of it (though that also goes for any library).

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Also, to say that the high-end VSL libraries are the only good ones is to take a very narrow-minded view.

GPO and EWQL are both very capable of sounding good in the right hands. Even those VSL sounds would sound off in the hands of the inexperienced.

This entire way of life doesn't sound good out of the box. Takes a good mixer to make it kick ass.

Too deep...?

I wouldn't say that. It is fun to do. But, just like anything, it takes practice. You can't play basketball like Kobe Bryant your first day, just as you can't compose like John Williams on your first day.

If you have some training in music, it makes it easier, though you can't count on that alone. You still need practice.

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I wouldn't say that. It is fun to do. But, just like anything, it takes practice. You can't play basketball like Kobe Bryant your first day, just as you can't compose like John Williams on your first day.

If you have some training in music, it makes it easier, though you can't count on that alone. You still need practice.

That's kinda what I meant. First tries never sound good. But with some dedication in tweaking...makes the difference.

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  • 4 weeks later...

Well, I know this is a month old, but here's my 2 cents...

Learn to write and orchestrate on real staff paper if your serious about orchestrating before moving on to programs; it'll help a whole lot in learning the human limits of the orchestra. Talk to instrumentalists and performers about their limits and ask them to play parts for you. If your in a band in high school or in a conservatory or university setting where musicians are readily available, talk to them. If you are not in those settings, put yourself there, then ask around. Most musicians will be more than willing to tell you what they are capable of.

Of course, you can also learn a lot about timbre and things by tinkering with programs and SF's (not to mention listening to other orchestral music), but learning the instruments you write for will help dramatically in how 'real' something will sound in the end. If you write a bassoon in the c6 - c8 range or flute in the c1 - c2 range, it'll sound terrible no matter what program you use, as those instruments can never play in those ranges (most SF's won't let you play those ranges, anyway, but I've seen some that do... *cough* *Reasonorchestersoundfont* *cough*).

DZComposer's got pretty much the rest down, so read his comments, too; they're important :)

I know scifiknux probably won't read this, but I thought it might help others if they're still reading this forum :P...

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Here's a tip: working composers typically assemble their templates from dozens of libraries, not just one. That takes not only an investment of money, but a significant investment in time.

Half the science of being a working composer is researching the best of the best for each instrument, finding which ones are efficient to use and how to properly manipulate them to achieve the best degree of realism. Even just that can be a full-time job - never mind the hardware, software, workflow, audio engineering concepts, and of course composing and orchestration skills.

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