At 3/5/08 09:39 PM, Spairert wrote:
I looked at the guidelines and FAQs here, but quite frankly, the amount of information is overwhelming for a guy like me. I bessech you, Audio Gurus, answer my humble questions:
I don't consider myself a guru, but hell i'll do meh best :D!
How does one compose synthesized music? (What would I see if I were to watch someone composing?)
Well every musician will handle the task differently depending on what gets their creative juices going. Many you'll see them playing the game on mute *if it does have some kind of music already* so they get plenty of visual information whilst formulating what they think would work in the environment the character/game state is in.
Everything takes note. The background plays the biggest role of course. The music must compliment the level.
In the case of a fight, or cinematic whatever, it's not just the background, obviously now you're going to have to weave emotions and actions into it. What the enemy looks like, what they do and what happens to the protagonists because of said actions.
Ultimately your goal as a game musician will be to invoke feeling. It is never about just making a catchy beat, it is always about "what would make this more enjoyable, what heightens the right mood?"
What should a music student buy to start composing synthesized music? What equipment is involved in the process?
Soundfonts are all good and dandy but if you're going to go professional you'll go nowhere near them. Now most game companies will have their own sound studio set up, many may request you work with them. For this reason being knowledgeable on most programs like Cubase, Pro Studios over the lesser knowns like Fruity Studios and Reason would be your best bet. I personally would encourage Fruity Studios as a beginner block as it's the easier to understand and get started with.
Now you will also need to get to know VST and VSTi's. These are high quality libraries of samples of instruments that you will use to create convincing midi mock ups. These libraries are generally very large, the largest I know of is Vienna Symphony Orchestra VSTi, which exceeds 850 gigs as of this time.
This is all a lot of information don't hesitate to ask for help from anybody one of us here when you need guidance.
Are there any general "rules" of video game composing (Time retraints, progressions, etc)?
Covered in above question. You'll sometimes get a frame to work in (ie, 2 minute track, we want the song to be so and so), most of the time you get creative control though.
Do composers play the games before they start creating the music?
A lesson you will learn quickly, especially if you are trying to find a group to work with at the beginning or just in general, NEVER join a project which has nothing to show. Music is a POST PRODUCTION field. You see clips, screenshots, generally it's something that should come shortly before a beta release, or perhaps for some kind of trailer you'll have to create a few pieces.
How the heck do I start this whole process? Any advice on where to start would be appriciated.
Read above statements
I can't really offer anything in return, but I'd be more than happy to provide live instrumentation for compositions here... once I know how to record.
We're not looking for nothing ^^
Hope that helped, welcome to the world of game audio, feel free to ask anything.