Sound & Music F A Q
#41
Posted 26 December 2006 - 11:25 AM
for chip music - look at http://en.wikipedia.org/wiki/Chiptune
Can I use music from other games?
Lets put this straight. VG music hosts official copywrited game music - you'll probably only want this stuff if you are making a copywrited game, eg a sonic remake, but you've got to ask yourself can you use the sprites for sonic - they too are under copywrite laws. Chances are on other websites, unless they explicitly say you CAN use them, assume they're not available for use
My advice:
Don't try a game remake- you'll never beat the original anyway. Be creative. If you want music for a game, post a request on these forums. There are loads of people who happily write professionally quality music for free, tailored to your game - the chances are it will sound better on your game anyway.
How do I reduce the filesize of music?
If you're tempted to use midi because you want a small filesize, then I'd recommended you stick with audio (In my opinion the only reason to use midi is if you want a retro game - even then audio can achieve better Atari sounds). You can get the audio down to very tiny file sizes and it will still sound better then midi.
If you really are concerned about filesize, the following steps are useful:
- Loose one channel - convert to mono. By converting from mono to stereo, you almost loose half the filesize. When you think about it, midis are pretty much mono anyway. True, they have pan in them, but the samples they play are usually mono.
-Drop the bitrate. You can actually loose quite a lot from CD quality before things start to sound bad. To do these two effects, use a program like audacity.
#42
Posted 02 February 2007 - 12:38 AM
Q: For the same game, is there a function that can script a "beat" in the song to user input? I could use a huge, huge series of alarms all mapped to the song in milliseconds, but it would be so much easier if there was an alternative way.
By the way, first post. Hey everyone.
#43
Posted 17 March 2007 - 04:38 PM
#44
Posted 27 April 2007 - 03:17 PM
Can we get a simple list of all the formats natively supported by GM, and of links to threads for .DLLs that allow non-native formats to be used?
#45
Posted 10 May 2007 - 10:26 PM
#46
Posted 11 May 2007 - 07:54 PM
Q. What is a synthesizer?
A. A synthesizer is a device, either hardware of software, that generates sound based on user-set parameters (there are also presets, of course). Do not confuse this with a standard keyboard, which contains samples, but does not allow you to actually generate your own sound by combining waveforms etc.
But i see no reason to post this when the topic has never been updated...
#47
Posted 14 May 2007 - 02:35 AM
Can you unscramble an egg?Q: Can you edit the words/singing out of a mp3?
Tell me how and I'll show you how to do what you ask.
#48
Posted 18 May 2007 - 12:30 AM
EDIT: Beth: "we're not looking to allow any licensed materials in other games."it IS illegal based on US and international copyright law to use music other people have written without their permission in your game. So I suggest you don't rip music. Permission should be obtained in contract form, also, as oral agreements are shaky at best in court.
Edited by JTR, 22 May 2007 - 08:46 PM.
#49
Posted 03 June 2007 - 03:32 PM
i never realised there were several pages!
Edited by Frozenwounds, 03 June 2007 - 03:48 PM.
#50
Posted 03 June 2007 - 03:39 PM
another greenday song for example,
then you speed it up or change the pitch etc.
is it still copyrighted?
so if I put a double-speed song on my game,
am I a criminal?
#51
Posted 19 June 2007 - 03:39 AM
#52
Posted 23 June 2007 - 12:32 AM
http://home.comcast....artin1/snes.htm
#53
Posted 27 June 2007 - 04:18 AM
#54
Posted 02 September 2007 - 07:25 PM
Does anybody here know how to do this? I'm kinda desperate for an answer...
#55
Posted 09 September 2007 - 02:26 AM
Q: Is there a way to play music formats like ogg, nsf, and spc in gm? If so, how?
A: DLLs have been developed that you can use to play most music formats in gm that gm doesn't normally support. Most often used is the SXMS dll by Shaltif.
The link is broken. Are there any other DLL's?
#56
Posted 21 July 2009 - 06:42 PM
XM is the successor of MOD files, and can use many more samples.
#57
Posted 15 November 2009 - 06:31 PM
#58
Posted 15 November 2009 - 06:40 PM
You won't make it very far with that attitude. You have to learn GML sooner or laterI want to start playing a sound every time the same key is pressed. The ideea is that if i press the key twice i want the sound to be played twice at the same time, i dont' want gm to stop the first sound than play the other one. Is there any way of doing this only with drag and drop? I don't want to use scripts. Thank you!
#59
Posted 15 November 2009 - 07:07 PM
You won't make it very far with that attitude. You have to learn GML sooner or later
OK, thank you for your reply! But can i get an answer?
#60
Posted 15 November 2009 - 07:42 PM
I want to start playing a sound every time the same key is pressed. The ideea is that if i press the key twice i want the sound to be played twice at the same time, i dont' want gm to stop the first sound than play the other one. Is there any way of doing this only with drag and drop? I don't want to use scripts. Thank you!
"Finally, if you want to use another sound type, in particular mp3, these cannot be played through DirectX. As a result the normal media player must be used for this. This is much more limited. Only one sound can play at the same time. No effects can be applied (not even volume changes) and the timing for e.g. looping sounds is poor. There can also be delays in playing these sounds. You are strongly encouraged not to use them. (Some computers might also not support them)"
Forgot to mention i was using mp3.
The answer was in gm's help.... Now this is disappointing
So i'll restate my question: are there any addons or upgrades i can do to gm to make me happy?
Edited by karamele, 15 November 2009 - 07:45 PM.
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