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🎵MUSIC MAKERS🎵 Drop your game and share a cool music/audio thing you learned or tried during this game jam!

A topic by benisu created 87 days ago Views: 340 Replies: 24
Viewing posts 1 to 14
Submitted

Let's talk audio!

As a music guy turned game dev, I love learning about new and creative ways people make music and sound effects, especially if those audio assets are incorporated in a thoughtful way in video games!

As an example, in our game Disc Disc Revolution, we take a new spin (haha get it) on the most classic rhythm game of DDR. I wanted each level to increase in difficulty via faster BPMs, and I also wanted each level to have a gimmick to it that explores a different element of spinning ("how can we spin differently?"). Hopefully it worked out and would love for you all to try and give feedback!

If you have some fun audio tricks or stories to tell, drop your game, and share a couple words! I'll play it and share some thoughts too! 

Submitted (1 edit)

https://greatdragongamer.itch.io/cursed-gauntlet

I designed and used a massive logic template to compose the music for my game! Designed all the sounds as well! Wasn't able to make the music as interactive as I was hoping because we didn't have time to integrate Wwise but I would love to hear your thoughts!!!

Submitted

yooooooo i love the music and all the sound effects. the spinning sounds are so crunchy, and the music... man the music is just awesome. i think it really shows that you had a great template and an awesome vision. i love all the sections of the song, and they all sound super well produced. do you have a link to the soundtrack?

Submitted

One thing I knew I wanted before the jam started was adaptive music of some kind.  So before I had any gameplay, or really knew what kind of game I wanted to build, I made the music (with two different backing tracks).  Then when the spinning theme was announced, I thought it made sense to swap between the two based on whether or not the player was in the act of spinning.  From there, once I got to actually adding gameplay, I decided to have every game element happen on a beat of the song rather than on its own timer, and to have all of the sound effects be in the same key as the backing track as well.  I'm pretty happy with how tightly coupled the gameplay and the music are.

https://wrywerytwreywery.itch.io/gyre if you want to check it out!

Submitted

i absolutely love everything about this! it's clear you put a ton of thought into this and you definitely incorporated audio and gameplay together very very tightly in the best way! swapping between tracks based on player state is something i'd want to explore in the future

Submitted

we were behind the 8-ball bad by starting two days late, and we already knew we had to learn an engine as this was our first game dev ever, much less game jam. so i settled into some chiptune tracking because it's what i knew well.

https://nixnull.itch.io/drill-game

biggest thing i learned is that i can keep it simple. i avoided using excessive sound effects and focused on building the melody first. get everything sequenced before playing with sound effects. accept good enough, because 7x good enough will be better than 1x perfect.

we're also releasing the OST and the audio assets for this one.

Submitted

i liked the music! it really reminds me of the music of the flash games i played as a kid. gives a lot of nostalgia vibes :)

Submitted

https://gamewizardgriffin.itch.io/super-serious-battle-tops
I did not make the music but I did modify a lot of sound effects for my game. To make the beyblade hits not get too repetitive, I used a randomizer to have it choose between multiple sound effects per layer. There is the sounds of metal clashing, a lighter igniting, a clack sounding impact, and a metal grinding sound all making up the collision. Also many of the sound effects like the whirring spin up have their pitch modified by the RPM, so the player gets immediate feedback without even looking at the UI, and you can hear it rapidly increase when you pick up a power up.

Submitted

That's cool! The randomizer feels like one of those things where if you didn't do it, the repetition would stick out like a sore thumb, but because you did it, players don't notice it at all. As for the pitch basically telling you the health of your top, I thought that was a really cool feature that worked really well!

Submitted

I did a game based on oscillators, wrote the music (looped in game) and recorded all my own SFX! Really love to hear what some other audio nerds think of my game. I have been making music a long time but game development is a much newer skill for me.

https://liquidsoluble.itch.io/harmony-of-hz

Submitted

just tried your game! as a fellow audio nerd i really did nerd out on this one haha i felt like my brain was getting tingles like from binaural beats

Submitted

I'm so glad I found this thread hahah! I actually used synths for making almost all the SFX for my game, but what I'm most proud of is how I made my spinning sound by taking a flat windy noise, and scale it up and down in pitch depending on how many degrees you have rotated (in an abs(sin(x)) curve)! As a result, the SFX for faster spinning "loops" faster than for slow spinning, and will always be synced to what's happening on screen!

Here's the game: /jam/theveryseriousjuniperdevgamejam/rate/4713638

Submitted

yes yes yes! i loved the sound effects of your game and they were a big reason for why the gameplay felt so satisfying! which synths did you use?

Submitted

I'm glad to hear you liked it!! I used Vital, and mostly messed around with putting LFO on the pitch to make the sounds go up or down. For my charge up sound I used two LFOs on the pitch so it would feel like it was rising and pulsating at the same time [: (Although the sound maybe became a little sharp heheh)

Submitted

/jam/theveryseriousjuniperdevgamejam/rate/4714697

This was the first time that I genuinely sat down at a piano and thought through a melody for more than 5 seconds before making it digitally, i also feel like it has more traditional vibes than a lot of my other audio work even if it is digital music. Definitely had a lot of fun. Also sound overall this was the first time i went searching for sounds from royalty free websites so that was interesting idk if I'll do that again, i did get some good sounds from it so maybe

Submitted

Awesome to hear! Ya I also feel like writing music at a keyboard or an instrument just feels way better than starting digitally, maybe unless I'm starting with sound design. I think there's nothing wrong with royalty free sounds since they just expand your library of sounds. One thing I like to do is make those sounds "mine" by adding a bit of effects or processing before using them. Otherwise it does feel a little low effort to me. 

Submitted

I made this simple goofy music  in my game using LMMS. I kinda vibe the baseline I added to it. One thing I learned while making it is that "orchestral hits" are overpowered.

/jam/theveryseriousjuniperdevgamejam/rate/4709280

Submitted

i like how your soundtrack is really simple but effective! the goofy style really fits with the funny visuals lol. and ya those orchestral hits are so op

Submitted

I learned that sometimes less is more: I normally always created a few high-energy, looping tracks for my games - but this time opted for just a few chords with enough breathing room in between and a bigger focus on making the SFX sound good (adaptive spinning noise depending on strength, a rope stretching sound as feedback for some of the movements, ...). I feel like this was such an important choice for our game, which is quite hard and can be played for 10+ minutes if someone tries to 100% complete it.

Another thing I learned: scaling the volume + pitch of a looping audio depending on some gameplay / user input factors really ties everything together!

If anyone wants to check it out: https://grumelkeks.itch.io/coptercap

Submitted (1 edit)

I was going to use tracks from asset packs, but couldn’t find ones that worked with the vibe I was going for, so I ended up making my own. That seems to have been the right decision as the people who played complimented me on it. Usually I make more electronic and sample based music, but I wanted to try my hands at orchestral composition (kind of). Radiohead was my inspiration in terms of creating a space through sounds as well as how to approach strings arrangements and harmony. As for the vibe, it’s very Twin Peaks-esque. The track that plays on the first sequence is a placeholder though since I only had the idea for a good track after the submission period ended.

https://n-erebus.itch.io/spin-with-me-at-the-edge-of-the-universe

Submitted

Here's mine:  /jam/theveryseriousjuniperdevgamejam/rate/4708010

I learned that mashing random keys on 2 vst makes for good ambience sounds :D
Submitted

ambience is key :D

Submitted

We had an absolutely stacked audio team (me included).  Genuinely, everyone was a master in their craft. I only made one song, but what I learned from making it was insane. I learned about side-chaining and such, mixing, and a lot about the genre. I also made the start sound effect, which was a combination of hits, punches, and record scratches. Very fun and beneficial!

/jam/theveryseriousjuniperdevgamejam/rate/4700100

Submitted

Wait your game is so fun and the audio integration is awesome! I love how the scratching integrates so well with the song. We also made a rotating rhythm game but couldn't figure out a good way to get scratching in.

Submitted

https://julythemonth.itch.io/turntable-ballerina
I actually learned how to record midi from my keyboard and quantize it, it was very helpful. I usually just do live loops, but I've never tried recording before :D