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GameDevs!!! What are you looking for in music packs?!?!?!

A topic by A.J. Argie created May 29, 2024 Views: 364 Replies: 10
Viewing posts 1 to 6
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Being a game developer is a challenging journey with endless options at your fingertips. So let's make it a little easier when bringing your ideas to life. Tell us, the community of game composers that lurk in these forums what you're looking for in music packs. Below are five questions that will help us serve you better & understand what your priorities are when looking for audio to enhance your games.


1. Do you care more about getting loop-able tracks or one's that take you on an emotional story?

2. Is the number of tracks or  the number of minutes more important to you when looking to download/purchase a music pack? 

3. Would you prefer paying $10 for a high quality music pack or rather opt for the free pack of lesser quality?

4. Do you have any interest in getting the individual instrument tracks for a song?  (These are also known as Stems & are used in dynamic audio engines. Allowing you to personally fade in & out drums, synthesizers & orchestral instruments at your desire to suit the scene.)

5. When looking for a game composer to craft custom music for your game do you look primarily for one on itch or elsewhere?


Itch.io is a fantastic community and I believe that we can help each other just by communicating more. Maybe I missed a factor that came to mind when you look for music. Let us know what that is. Maybe you're a veteran composer in this space and have some insight for the noobies out there. Any information only let's our creative space grow stronger.

I look forward to seeing your responses & I wish you all a fulfilling creative adventure!

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1. Loopable tracks. Plenty of game songs out there take one on an emotional journey. But some just aren't "game ready" and fit for certain games.


2. Number of tracks, since some games require shorter music tracks. For example, if a level is 2 minutes long, it may be a waste to use an 8 minute music track.


3. I'd rather pay for a higher quality.


4. Yes. For sure.


5. There are a lot of places to look. Itch.io is just one of them.

A fast comment and useful information thank you!

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  1. Tracks must loop seamlessly.
  2. The number of minutes is more important - I might only use one or two tracks out of an album.
  3. I'd pay for a track I really liked.
  4. No.
  5. Recently, I've come to itch.io first, because I've found the music I like here.

Other information:

The track should not be repetitive. Someone is going to play my game for several hours (hopefully), the track must be varied enough and long enough that they're not switching off the music after 30 seconds. I tend to take two or three tracks and blend them because I seldom find this in albums.

My personal preference is for happy, melodic tracks and the track is more important to me than the person writing the track (i.e. I will buy / download from anyone who has the type of track I like.)

Thank you for the useful information & insight.


The track should not be repetitive. Someone is going to play my game for several hours (hopefully), the track must be varied enough and long enough that they're not switching off the music after 30 seconds. I tend to take two or three tracks and blend them because I seldom find this in albums.

In regards to your additional comments about combining multiple tracks together to loop. Is there a specific amount of minutes or time that you're looking for when combining those tracks so the player doesn't get bored? I agree that it's important that the player not get irritated and head for the settings to mute the music.


My personal preference is for happy, melodic tracks and the track is more important to me than the person writing the track (i.e. I will buy / download from anyone who has the type of track I like.)

Understandable, serving your game and the feeling you're trying to convey is far more important than who the track comes from.

Once again thank you

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I prefer a track to be 2.5 - 4 minutes long. If it's a short game (5 hours or so) . 

If it's a longer game I'd have multiple tracks each being about 2.5 - 3 minutes long. The track switches when the player completes a scene and moves onto the next scene.

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1. Do you care more about getting loop-able tracks or one's that take you on an emotional story?

Emotional tracks require proper event in the game making it hard to match or use. I care more with loopable tracks so they could be played repeatedly depending on game length.

2. Is the number of tracks or  the number of minutes more important to you when looking to download/purchase a music pack? 

Assuming track length = track quality, I would choose the latter. But if track length = repeating tones, I choose the former.

3. Would you prefer paying $10 for a high quality music pack or rather opt for the free pack of lesser quality?

I prefer the latter.

4. Do you have any interest in getting the individual instrument tracks for a song?  (These are also known as Stems & are used in dynamic audio engines. Allowing you to personally fade in & out drums, synthesizers & orchestral instruments at your desire to suit the scene.)

I don't know what to use those so no.

5. When looking for a game composer to craft custom music for your game do you look primarily for one on itch or elsewhere?

I don't have specific place to look for. They usually come offer their services here and in facebook groups.

Thank you for the insight Bloodbane!

4. Do you have any interest in getting the individual instrument tracks for a song?  (These are also known as Stems & are used in dynamic audio engines. Allowing you to personally fade in & out drums, synthesizers & orchestral instruments at your desire to suit the scene.)
I don't know what to use those so no.

If you're interested in learning about two popular ones Wwise & FMOD are sound engines that allow for you to have more control of Audio. Makes it easy to set points in a level where music starts & stops. It also allows for you to work with a composer or find sound packs with Stems to individually bring the drums in when an enemy appears or other instruments. Worth checking out if that sounds remotely interesting.

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Working composer here. That was a fantastic idea to create this topic!

From my experience past experience working with devs they seem to prefer / need both short and long loops since they're more flexible. It seems that more complex songs (that will tell a more specific emotional journey) are usually where our custom services will better solve the problem for the devs.

However, let me tell you a different experience regarding non-loopable tracks.  

I've just composed a boss theme on my YouTube channel which is not really a loop (I think it's a "hybrid loop") and it's very chaotic, with no leitmotif and a lot of melodic, harmonic and rhythmic variation throughout the song, and... it's being one of my most visualized and liked song so far - which disproves a lot of traditional ideas as to how a boss theme song "should be", since some devs seem to be looking exactly for that.

So, I think that it's important for us composers to ask our fellow devs what they want but we should also offer our own new musical discoveries to them because that would exercise and develop our creative powers in our field and also offer new / novel musical perspectives that could potentially make the devs's games stand out even more, giving them an extra edge in the fierce competition of game production.

Video game music has evolved and became a lot complex on the technological front with dynamic, non-linear music being implemented through middleware, but music is still evolving in itself in the old fashioned way - through different ways of creating the same ol' loops. 

That's being done through new sound design thought processes, intellectual interpretations of melody, harmony, rhythm, space/time interpretation and understanding in the context of sound, and also through the interchange of instrumental technique studies (expression, articulation, dynamics, etc), and their effects on music composition. 

We as a composers can work on both fronts and offer music products and services for devs that don't want to meddle with too much technological complexities regarding music (samey ol' loops), but with something different in said loops, and also the opposite offering them products with music stems and complex separated instrumental layering (although they seem to be a minority in my experience).

So, my question for the devs would be:

What would be the function of the required loops? In simpler words, what do you need the loops for? 

Knowing what they need we could offer potential new solutions. For instance, instead of stacking 3 different loops so that a prolonged level is not boring and irritating, why not offer a music pack with "hybrid loops" of longer durations, functioning both as more nuanced emotional storytelling but also behaving in a way that's seamless? Maybe that will sound like a crappy and useless idea, but maybe some devs will find that intriguing and potentially useful. 

My 2 cents.  

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When I have tracks that don't loop, I loop them myself. That can take hours of fiddling with the track in music player software to get the sound to continue so the player doesn't notice. 

My levels can be anything from 2.5 minutes to 15 minutes long, depending on the game.  One track is unlikely to cover the entire level, so I need the track to loop.

If a track stops and there's a pause before the next one starts, it breaks the player's concentration. They suddenly become aware of the change, and it could hamper the game play - especially if they're playing against a clock.

If I use multiple tracks on the same level, I need to blend them. But here the problem is to find tracks that are similar enough to sound like a continuation of the same song, but not identical, so there's variation.  If there's an unexpected change in tone or speed, it could also interfere with  the game play. 

I can understand that a boss fight level could use its own track that is odd. But I write casual games, I don't have boss fights in my game.

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Hey man,  I have composed for a casual game before for a client, you can search for it on Steam as "Goosey Guess", it's a guessing simulator. Our answer to the problem of keeping the player engaged through music was to compose long tracks with lots of variations and repetitions as well, it seemed to work, there were twitch streamers saying it was good and relaxing.

So, I think that's about experimentation, my example of the boss theme there is indeed an oddballs case, probably likeminded Dark Fantasy RPG or  JRPG devs might be using it, but it's definitely not a standard approach.

But it's like what you said, it's difficult to find loops out there from different composers that will combine nicely (specially if you're looking through free assets it seems), hence my suggestion for composers to experiment creating different types of music packs!