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The blog is being migrated and merged with multiple Imphenzia blogs so the format and content will be inconsistent for a while.

Mood Switching Platform Game Music

Today I've been working on a new addition for the non-exclusive music library and to totally switch from the orchestral music I composed yesterday I have taken a memory trip back in time. "Once Upon a Platform" is a new Level Kit of music mainly designed to be used in happy cheerful and cute platform games.

So far I have composed the short, medium, and long stage loops - but during a discussion with a good friend of mine, who listened to the preview of the long loop, he noted that the long loop varied quite a bit in mood - as if it should be split into two separate tracks. My initial intention was to keep the long loop interesting by alternating the music quite a bit, but I have to admit that he was on to something.

When he added (I translate from our chat conversation in Swedish) "In my mind I have just sorted out the first transition in the track... He [the player] just ate a mushroom."

This spawned the idea. Yes, [email protected] it, it's a classic Super Mario moment and what I'll do is break out the two loops into separate pieces of music and, since they run at the exact same BPM, encourage the game developer to play them simultaneously during game play (keeping them in sync) and cross-fade between the two to switch the mood.

Dim the lights please...


...and allow me to demonstrate with this simple video:



Before creating the video above, I must admit, I almost bought some stock Flash animations to put together a little demo video of a platform character picking up a power-up. After 2 hours of browsing for suitable animations to buy I gathered my senses and thought - let's just focus on what I really do - make music instead and just do something "good enough" for a change =)

More about "Once Upon a Platform"


If I've kept you reading so far, maybe you are sold on retro game music as well? This morning I launched Cubase with intention to create a set of music hits and loops for cheerful, child friendly, platform games. This meant a simple beat, a nice little base line, retro feel added by some background arpeggios, and a saw lead with portamento (gliding.)

It didn't take long until I had the beat and bass-line in place and after striking the keys on my Roland FP-7 stage piano for a few minutes I also had a cheerful piano added to the mix. I don't actually use the sounds from the FP-7 (other than while playing freehand.) Why not, it's a great sounding instrument? Yes it is - but I just can't bring myself to have ANY external audio hardware as it would spoil the amazing Audio Mixdown feature in Cubase which just renders the entire song into a WAV file much faster than in real-time.

Passion for retro game music


I use my headphones when I make music, a pair of Sennheiser PXC 450,  so neither my wife nor my son could hear what I was working on. I always get a big smile on my face when I create (or listen to) retro style game music. It's something about the melody and the sounds, an in combination with my child hood memories that flips the little switch in my head making it impossible to remove the grin. This is when my wife walks into the room. I unplugged the headphones to reveal the source of my smile and let's just say that she doesn't share the same passion for this as I do. She is, by the way, pregnant again and she muttered something about that she'd rather give birth, with a long and painful labor, than listen to that ["that" being MY cheerful retro platform music].

Just as quickly as my wife left the room, my 1.5 year old son walks in. Apart from scattering some soil from the large plant onto the floor, something he feels compelled to do every time he walks past it, he walks straight over to me. I lift him up onto my lap and he listened to the full loop, twice, totally mesmerized. He is either frozen in shock (wife DNA) or unable to move in amazement (my DNA.) I choose to believe it's the latter. It's all the convincing I need to be sure I should continue and as a result I have now released the preview video.

Why the name?


I initially called my project "Platform Heaven." As I was out driving in the afternoon I had time to think a bit more about it. I remembered that some of my recent tracks (that hint on what game genre it may be suitable for) have the genre at the end of the track name, not in the front. I should stick to this pattern.

Coincidentally, this morning I also searched the internet for a web shop to buy the DVD box "Il était une fois… l'Espace", a french cartoon from 1982 that I fell in love with as a kid. The english name for the series is "Once upon a time... Space" and I plan to buy it so I can re-watch it myself and, of course, force feed this amazing series my son. I can't foresee any problems competing with the super hi-tech 3D animation masterpieces of today.

It goes without saying that I put half and half together = "Once Upon a Platform." which also reflects the retro aspect to the track. There. I said it anyway.

Equipment and Software used


As usual, I use my trusted Cubase 5.5 as a sequencer and apart from the percussion (which I use the Cubase native Groove Agent One for) it's all exclusively Nexus2 (by ReFX). I use the original sound banks along with the expansions Omnicron 2 and Omnicron 3. The SID / chip style arpeggios are also Nexus2 leads with arpeggio enabled with a rate of 64th.

This is what my project looks like at the moment (the combined loop of casual and uplifting moods): 
Once Upon a Platform - Cubase Project View

I hope to finish Once Upon a Platform tomorrow and upon completion I will add it to the library of non-exclusive game music.

 

Fantasy RPG - a new set of orchestral loops

The latest addition to my library of Non-Exclusive game music is "Fantasy RPG" - a collection of 8 short seamless orchestral loops for games with a fantasy or medieval theme. The loops can, of course, be used for many other purposes as, for example, the battle loops are quite universal in time and game genres.

You can play the Intense Battle Full Loop to get an appreciation of what it sounds like (Note: the audio file is watermarked if you are wondering why my voice disturbs you gently half way through :)

The loops are very short, only between 10 and 32 seconds in length, making them especially suitable for small games with shorter gameplay. The short duration also makes them incredible cheap with excellent value for money as they are practically given away priced between $3 and $10 each for indie game developers.

Details for the curious


To create these loops I use Steinberg Cubase 5.5 as a sequencer. The orchestral library I use is Symphonic Orchestra Gold by EastWest Samples / Quantum Leap. I've set up a, for me, gigantic Cubase template with the full Orchestra and all instruments articulated with keyswitch instruments. The keyswitch means that I can select articulation for each midi note played to say how it should be played, e.g. the keyswitch for 18 Violins section contains no less than 23 articulations such as marcato, sustain, slur, tremolo, legato, lyrical, expressive, quick up down, etc.

[caption id="attachment_232" align="aligncenter" width="640" caption="Cubase with Symphonic Orchestra Gold Keyswitch template"]Cubase with Symphonic Orchestra Gold Keyswitch template[/caption]



The orchestral template is very memory hungry and to accomodate this I'm running a Intel i7 950  processor  @3.07 Ghz with 24 GB of RAM memory. I've stored all the orchestral library files on a 256 GB Crucial Solid State HDD because the library consists of 39983 files (32.3 GB) and it took forever to load it up on my previous 7200 RPM drive. This is running on Windows 7 x64 Ultimate and I must say that this combination works a treat. I can also take this opportunity to mention that the setup and music software is funded by my every day job as an IT Consultant and NOT from Imphenzia Soundtrack licenses - I've got a long way to go for that to happen =)

Here is also a screenshot of the Key Switch articulations I've configured. This one is for the 18 Violins sections so I had to configure the same thing for all instruments in the entire orchestra which took me the closest thing to forever.

[caption id="attachment_233" align="aligncenter" width="640" caption="Key Switch articulations for 18 Violins section"]Key Switch articulations for 18 Violins section[/caption]

I should also mention that this particular piece of music uses percussion from Stormdrum 2 and a little bit of choir from Symphonic Choirs.

 

Create seamless loops for game music

Making seamless loops is an essential part in creating music suitable for games. Loops will keep the distribution size of games to a minimum and it also makes the audio cheaper to license which is crucial for smaller indie game developers.

Although I've been making music as the trance artist "Imphenzia" for 14 years, which is starting to sound like a very long time also making me sound old, I've only been releasing music for games during the past 3-4 years as "Imphenzia Soundtrack." I mention this for no apparent reason at all, so lets move on.

I've created a video tutorial of how I go about when creating a seamless loop. In this case it's an orchestral movie-style piece of music that will be added to my library of non-exclusive music. I use Steinberg Cubase 5.5 and Sony Sound Forge 10 to create the loop but you will probably be able to replicate the steps in your sequencer and audio editor of choice.

Time for the tutorial - have a look at it and don't forget to watch it in 720p so you can read the options better.



I hope the tutorial helps you to create perfect seamless loops of your music. Some of the important things to stress are:

  • Repeat the music you want to loop three times in your sequencer, exactly 3 times down to the measure. Why? It's because you want to ensure a good loop including any trailing audio at the end of the music piece, it could be decay, reverb trails, and echo.

  • Export the audio to a Wav file (or a format of choice) and load it into a good sound editor.

  • Crop out the center third of the music, use sample precision to do this.

  • Remove any clicks by ensuring that the audio file starts and stops on 0 dB exactly (or infinitely low as Sound Forge describes it.) This is performed by fading in the start and fading out the end by only a few samples, 20-100 samples is usually suitable.


In the video tutorial I also mention a Javascript that I've created for Sound Forge that will perform the selection of the center third, cropping, and fading the ends to ensure a good loop point. This particular Javascript will be the topic of my next blog post so do come back soon.