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    Any Tips on Music Creation?

    I'm trying to create my first full-length song on RPGM2. Finding the right instruments, tempos, and pitches has proven somewhat difficult. I've got it partially made and it sounds sorta okay at first, but it just doesn't sound right when the main piece kicks in. As in, I rather hate it. If it helps, here's what I've got so far:
    (Sorry I couldn't make it look better.)

    0 - SFX; Bass; Volume = 100; Pitch = 0; Tempo = 900
    1 - Wait 12F
    2 - SFX; Bass; Volume = 100; Pitch = -5; Tempo = 900
    3 - SFX; Symbol; Volume = 30; Pitch = 12; Tempo = 200
    4 - Wait 12F

    Copy 0-4 to 5-9

    10 - SFX; Bass; Volume = 100; Pitch = -1; Tempo = 900
    11 - Wait 12F
    12 - SFX; Bass; Volume = 100; Pitch = -6; Tempo = 900
    13 - SFX; Symbol; Volume = 30; Pitch = 12; Tempo = 200
    14 - Wait 12F

    Copy 10-14 to 15-19

    20 - SFX; Bass; Volume = 100; Pitch = -2; Tempo = 900
    21 - Wait 12F
    22 - SFX; Bass; Volume = 100; Pitch = -7; Tempo = 900
    23 - SFX; Symbol; Volume = 30; Pitch = 12; Tempo = 200
    24 - Wait 12F

    Copy 20-24 to 25-29

    30 - SFX; Bass; Volume = 100; Pitch = -5; Tempo = 900
    31 - Wait 12F
    32 - SFX; Bass; Volume = 100; Pitch = +2; Tempo = 900
    33 - SFX; Symbol; Volume = 30; Pitch = 12; Tempo = 200
    34 - Wait 12

    Copy 32-33 to 35-36

    37 - Wait 26F
    38 - Script Branch: Repeat if Flag 0 (OFF) is Off
    39 - SFX; Piano; Volume = 100; Pitch = 0; Tempo = 900
    40 - SFX; Bass; Volume = 100; Pitch = 0; Tempo = 900
    41 - Wait 12F
    42 - SFX; Piano; Volume = 100; Pitch = 12; Tempo = 900
    43 - SFX; Bass; Volume = 100; Pitch = +2; Tempo = 900
    44 - SFX; Cymbol; Volume = 30; Pitch = 12; Tempo = 200
    45 - Wait 6F
    46 - SFX; Piano; Volume = 100; Pitch = 6; Tempo = 900
    47 - Wait 6F
    48 - SFX; Piano; Volume = 100; Pitch = 8; Tempo = 900
    49 - SFX; Bass; Volume = 100; Pitch = +4; Tempo = 900
    50 - Wait 12F
    51 - SFX; Piano; Volume = 100; Pitch = 6; Tempo = 900
    52 - SFX; Bass; Volume = 100; Pitch = 0; Tempo = 900
    53 - SFX; Cymbol; Volume = 30; Pitch = 12; Tempo = 200
    54 - Wait 12F
    55 - SFX; Piano; Volume = 100; Pitch = 3; Tempo = 900
    56 - SFX; Bass; Volume = 100; Pitch = -1; Tempo = 900
    57 - Wait 12F
    58 - SFX; Piano; Volume = 100; Pitch = 9; Tempo = 900
    59 - SFX; Bass; Volume = 100; Pitch = +1; Tempo = 900
    60 - SFX; Cymbol; Volume = 30; Pitch = 12; Tempo = 200
    61 - Wait 6F
    62 - SFX; Piano; Volume = 100; Pitch = 6; Tempo = 900
    63 - Wait 6F
    64 - SFX; Piano; Volume = 100; Pitch = 11; Tempo = 900
    65 - SFX; Bass; Volume = 100; Pitch = +3; Tempo = 100
    66 - Wait 12F
    67 - SFX; Bass; Volume = 100; Pitch = -1; Tempo = 900
    68 - SFX; Cymbol; Volume = 30; Pitch = 12; Tempo = 200
    69 - Wait 12F

    Copy 39-54 to 70-85

    86 - SFX; Piano; Volume = 100; Pitch = 4; Tempo = 900
    87 - SFX; Bass; Volume = 100; Pitch = -1; Tempo = 900
    88 - Wait 12F
    89 - SFX; Piano; Volume = 100; Pitch = 6; Tempo = 900
    90 - SFX; Bass; Volume = 100; Pitch = +2; Tempo = 900
    91 - SFX; Cymbol; Volume = 30; Pitch = 12; Tempo = 200
    92 - Wait 12F
    93 - SFX; Piano; Volume = 100; Pitch = 0; Tempo = 900
    94 - SFX; Bass; Volume = 100; Pitch = 0;Tempo = 900
    95 - Wait 12F
    96 - SFX; Piano; Volume = 100; Pitch = -12; Tempo = 900; Pan = 100
    97 - SFX; Piano; Volume = 100; Pitch = +12; Tempo = 900; Pan = -100
    98 - SFX; Bass; Volume = 100; Pitch = -5; Tempo = 900
    99 - SFX; Cymbol; Volume = 30; Pitch = 12; Tempo = 200
    100 - Wait 12F
    101 - Branch End

    It's better than what I had before. I didn't really want to have a Bass as the main background instrument, but I had too much trouble finding another one. I wound up starting with the Piano part as a basis when trying to find the background instruments. What I really wanted to do was have a Flute or something as the main instrument instead of the Piano with banjo-like instrument being used as the background instrument, but RPGM2's Banjo is too short-lasting and doesn't quite sound like I was wanting. The Bass pitches I have being used in the main piece right now I might use later on in the song once I figure out what pitches work better in that piece. If worse comes to worse, I'm gonna either have to rely on someone else to create music for me, or I'm gonna have to resort on using RPGM2's default music and try to match the right songs with the right levels.
    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

    #2
    Re: Any Tips on Music Creation?

    Well, I don't know much on this sybject, but the music FAQ at Game FAQS might be able to help you.

    http://www.gamefaqs.com/console/ps2/game/538013.html

    Comment


      #3
      Re: Any Tips on Music Creation?

      i'm assuming you probably know a bit about music already, but here's a post i made at the domain on custom music.

      custom music...how fun. be prepared to do a lot of scripting and testing to make sure everything sounds perfect.

      first (if you know how to write music) you should write the song down on paper. add little things during this stage, but not too much.

      second go into the script editor and keep the script content. with an idea in mind, you should already know how you want the song to sound.

      get to know pitches. these are what change the...um...pitch. a pitch being E, Eb, F#, etc.

      here's the key...

      C = 0, 12, -12
      C# = 1, -11
      D = 2, -10
      Eb = 3, -9
      E = 4, -8
      F = 5, -7
      F# = 6, -6
      G = 7, -5
      Ab = 8, -4
      A = 9, -3
      Bb = 10, -2
      B = 11, -1
      C = 0, 12, -12

      change the pitch to the numbers above to get the desired note. keep in mind that RPGM2 only allows 2 octaves.

      now the tricky part...scripting. decide how fast you want your song to be. also, decide the time. your most common options are 4/4 and 3/4. 4/4 is four beats per measure and 3/4 is three beats per measure.

      let's say you want a medium paced song in 4/4 time. we'll use waits of 16, 8, and 4. now, music in 4/4 time is counted like this:

      1 2 3 4
      (one two three four) a wait of 16 would be placed between each note.

      1 + 2 + 3 + 4 +
      (one and two and three and four and) a wait of 8 would be placed between each note.

      1e+a2e+a3e+a4e+a
      (one e and a two e and a three e and a four e and a) a wait of 4 would be placed between each note.

      use all of these in your song mixed up to create dynamics and unpredictability.

      now start off with a short wait command (like four or eight) and then begin with your notes, putting waits in between each note (unless you want two notes to apply at the same time, in which case make sure they're harmonized)(i am unsure if you need the "apply together" command or not)

      make sure to complete the starting wait at the end of the script so it can repeat smoothly. after you've set the meat of the song, go back and add little embellishments.

      DRUMMING:

      drums are a fun instrument. but they follow some basic rules.

      try to keep the bass drum on one and three and the snare drum on two and four. then add in embellishments. for example:
      Basic:

      S----o-------o---|
      Bo-------o-------|

      Embellished:

      S----o-------o---|
      Bo-------o-o-----|

      Embellished further:

      S----o-------o---|
      Bo-o---o-o-o-----|


      now once you're done with the music scripts, make a main script for each song and change the script to action. then set it to repeat and use apply together. call each music script that's part of the same song (you can break the song into sections and then call them all here, this saves memory)

      make an auto event and insert the song main script into the action slot. place the event and presto. there's your custom song. keep in mind it'll stop when you run a content script.

      hope that helps.


      -chronicle games
      His soul swooned slowly as he heard the snow falling faintly through the universe and faintly falling, like the descent of their last end, upon all the living and the dead.

      Comment


        #4
        Re: Any Tips on Music Creation?

        be prepared to do a lot of scripting and testing to make sure everything sounds perfect.
        That's no different than anything else in RPGM2.
        first (if you know how to write music) you should write the song down on paper.
        I can't write music, and I can barely read music; I have trouble associating which notes (A, B, C, etc.) go on which lines, and while I do know the difference between a flat and a sharp, I often get them switched around. Plus I've found that RPGM2's range of notes is a little limited.
        with an idea in mind, you should already know how you want the song to sound.
        And I did know how I wanted the song to sound. I just can't make it sound like I want with RPGM2.
        in mind that RPGM2 only allows 2 octaves.
        What's an octave?
        your most common options are 4/4 and 3/4. 4/4 is four beats per measure and 3/4 is three beats per measure.
        I've seen those symbols before (I've also seen numbers that have an 8 on top or something other than 4 on bottom), and I know they indicate the beat, but I'm not entirely sure how to translate that into speed.
        make sure to complete the starting wait at the end of the script so it can repeat smoothly. after you've set the meat of the song, go back and add little embellishments.
        Assuming "embellishment" is a background instrument to go along with the man instrument, this is pretty much what I was doing. I started off with the main instrument, the Piano. It sounded decent, but too simple. So I started looking for a background instrument, and the Bass was the only good one I could find. The problem is, combining the Bass with the Piano makes about the whole thing sound off key.
        try to keep the bass drum on one and three and the snare drum on two and four.
        I'm not using a bass drum. I'm using a bass. The string instrument that produces low notes.

        Needless to say, I've been trying to "play by ear".
        "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

        Comment


          #5
          Re: Any Tips on Music Creation?

          Originally posted by Draygone
          That's no different than anything else in RPGM2.
          well...yeah.

          Originally posted by Draygone
          I can't write music, and I can barely read music; I have trouble associating which notes (A, B, C, etc.) go on which lines, and while I do know the difference between a flat and a sharp, I often get them switched around. Plus I've found that RPGM2's range of notes is a little limited.
          k, starting with the space below the bottom line on the treble cleff scale (the fancy one), the space below is D, the bottom line is E, the next space is F, the next line is G, then A (space), B (line), C (space), D (line), etc. notes go A to G and then loop. a flat is the step before a whole note, and a sharp is the step after it. many coincide, like D# and Eb are the same note. there are no sharps or flats in between B and C, or in between E and F.

          Originally posted by Draygone
          What's an octave?
          an octave is a set of eight notes, that loops again once it's finished. do re mi fa so la ti do, is an octave. the two do's are the same note, just one octave above each other. when i say RPGM2 allows for 2 octaves, it goes from C to C, and then to the next C.you have two A's, two B's, etc.

          Originally posted by Draygone
          I've seen those symbols before (I've also seen numbers that have an 8 on top or something other than 4 on bottom), and I know they indicate the beat, but I'm not entirely sure how to translate that into speed.
          you set the speed yourself. the 4/4, 3/4, 6/4, etc merely show how many beats are in a measure. if it's 4/4 time, then there are four beats in a measure. it's not so much for keeping speed, but keeping the beat consistant and it will flow much better.

          Originally posted by Draygone
          Assuming "embellishment" is a background instrument to go along with the man instrument, this is pretty much what I was doing. I started off with the main instrument, the Piano. It sounded decent, but too simple. So I started looking for a background instrument, and the Bass was the only good one I could find. The problem is, combining the Bass with the Piano makes about the whole thing sound off key.
          embellishments are anything that supports the main melody. whether it be a flute that plays a few notes here and there, or an organ that plays pieces of the melody at a lower octave. one reason it doesn't sound right could be that the notes being played aren't harmonized. not every note can go with every other note. scales are important and if the notes don't fit the scale, they will sound off. let's say, for example, you have guitar 2 (is that the strumming guitar?) strumming C as a rhythm. that means the notes played by the intruments over it should flow in the scale of C. C is the easiest scale as it contains no sharps or flats. it goes C D E F G A B C, which means any of those notes can be played over it.

          say the guitar is strumming D instead. that means you need to play notes in the D scale, which makes all F's and C's sharp. so it would go D E F# G A B C# D. i'd suggest looking up the scales (maybe wikipedia?) to make it easier to know which notes can be played together.

          Originally posted by Draygone
          I'm not using a bass drum. I'm using a bass. The string instrument that produces low notes.
          that was just a lesson for drumming. the bass guitar is different, and follows the rules of non-drum instruments.

          Originally posted by Draygone
          Needless to say, I've been trying to "play by ear".
          that's a good way to start.

          hope that helped.


          -chronicle games
          His soul swooned slowly as he heard the snow falling faintly through the universe and faintly falling, like the descent of their last end, upon all the living and the dead.

          Comment

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