

Published in
Music, Independent, Compositions by
Harry Mack
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Comment (5)
Y'know how TMBG had their regular dial-a-song phone thing, and more recently JoCo pulled off the song-a-week thingamajigger?
Well that is sort of what this is like, except it's not hilarious at all (well maybe a tiny bit sometimes), also it's not a publicity gimmick, also it doesn't have an '-a-' in the middle.
So, I guess it's completely different short of that it requires regular creativity and dedication. I've dubbed my endeavor "Just for Fun" and it mostly is, but it's also for exploring new composition styles.
Essentially, I've challenged myself to compose a new song every two weeks. The rules of engagement are as follows:
I have managed to keep at it since January 1st 2010, and I'm working on my 10th at the moment. It's been an awesome exercise for doing some informal personal development while relaxing and thinking a bit outside-the-box.
Is there anyone else out there with a little personal project outside their regular work day? If there is, I'd love to hear what you're working on.
If you want to see the silly stuff I've generated, you can take a listen here.
Published in
Music, Game, Compositions, Audio by
Phil Rey
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Comment (3)
Music for Sky Invader (french video game) under development
Work in progress (your opinion is welcome).
The playlist

Published in
sound design, Music, Independent, GANG, Game, gadgets, Compositions, Audio by
Bryan Jackson
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Comment (2)
...Of diligently trying to purchase EWQL Symphonic Choirs, only to have to put it aside for a more immediate money problem, I finally bought it (and at a price that I can afford)! Thank you NAMM deal! Only half a month in, and this year's already looking up!
~Bryan J
Published in
self-promotion, Music, marketing, iTunes, Digital Releases, Demo, Compositions, CD Releases, Audio by
Mattias Holmgren
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Comment (1)
How are you doing folks?
I hope all is well, soon we have the christmas rush upon us. yey! =)
Last week I produced a couple of new themes (as usual), some pitches and I'm also working on the third AZURE album with my friend Robban Kanto.
5 new songs are currently in proces, I've wrecked some of my drum-gear so I have to buy some new stuff this weekend.
Ahh, and I also just got the heads up from CDbaby that the two EMBRACING albums we produced in 1996/1997 will be released on digital distribution in the coming weeks. iTunes, Spotify etc. So check them out when they are available.
Don't forget to check my twitter and webpage www.morningdewmedia.com
for new music themes and mp3 demos.
Have a nice weekend my fellow audio artists!
Cheers,
Mattias Holmgren
MORNINGDEW MEDIA
http://www.morningdewmedia.com
Hi!
Just wanted to share a trailer. It´s from a small game we´re doing all audio for, thought would be cool because it´s very fun and it´s Hallowen! ;-)
Cheers,
J & G
Published in
Music, Compositions by
Jeff Ball
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Comment (2)

Franz Schreker (1878-1934)
He looks pissed! Gotta love old school photography.
Born the same year the Tokyo Stock Exchange is established, Franz Schreker was the oldest son of a Jewish court photographer. Beginning with violin studies, he moved into composition and graduated in the year 1900. At one point during his career, he was the second most performed living composer of opera next to Richard Strauss, which is HUGE! In 1933 he suffered a stroke and lived until two days before his 56th birthday. His music was forgotten because of his Jewish background and the rise of antisemitism in Germany.
Schreker was very influenced by the high romantics Richard Strauss and Richard Wagner. He is rare however in that he pushed romanticism into polytonality (music in two keys at the same time) while maintaining many aspects of romanticism, instead of completely destroying the aural experience like the Rite of Spring did when it was premiered. The Rite of Spring was one of the first and most popular pieces of Expressionism, where composers began to explore pain and negative emotions within music (which subsequently lead to the rise of ragtime and jazz). Schreker's music doesn't promote the polytonality, it's used more as a tool.
This opera's storyline is very strange, you'll see a bit of what I mean once the video gets going. However, The music starts out with Shreker's once famous 'shimmer,' which in this case is an alternation (in various instruments at various tempos) of D-major, and Bb-minor.
This blog is an experiment inspired by my friend Anita. I'm hoping people will be interested, as there are a lot of obscure composers who deserve some recognition.
-Jeff
Published in
union, Music, Licensing, Independent, GANG, Game, Compositions, Audio, article by
Dan Reynolds
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Comment (0)
Published in
Remix, Music, Game, Famicom, Demo, Compositions, Audio by
Michael "Skitch" Schiciano
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Comment (4)
(Click the logo for Contra-Inspired Anthem music!)
Well, it's not quite Friday, I know, but I decided to at least make a secondary update to this blog to show some things from my past in doing game music in this particular style, namely in showing two tracks that have been favorites, and giving a little perspective some of the techniques that lead up to the creation of those tracks.
My first foray into doing music tracks in this style began while experimenting in Propellerhead's Reason for various purposes (coming up with techniques to teach, for fun, etc.), and one thing I stumbled upon was doing older video game sounds using the synthesizers built into the program. Thus, with some experimentation, I realized how to do some basic NES-ish sounds, in addition to my introduction to the concept of using a noise generator solely as a means of creating percussive sounds.
Every example that is shown in this blog were all created within Reason alone.
To test this, I did a basic transcription/rendering of a very well known theme from the NES era by the great Koji Kondo as a way to test the concept -
The Overworld Theme from The Legend of Zelda
After hearing how the results turned out, I then decided to explore specifically the technique of using noise to create a drum track, as the Zelda theme allowed a very rudimentary basis for the concept. This lead me to a very basic test song that I entitled my Blanc Etude. Namely, I was practicing in how to manipulate how the noise generator could change in tone and response to get different kinds of hits for different types of drum sounds.
Alongside the noise practice, I was also experimenting with how to recreate the sound of monophonic synths being used to create chords in the music of various NES games, and several Commodore 64 titles out there using nothing but sequencing in MIDI, trying to get juuust the right balance out to make the result convincing.
About another month or so of practice later, I then put those techniques together into creating my first major track demonstrating these techniques, one simply known as:
The key here was that I was restricting myself to only 4 channels (2 Pulse Wave, 1 Triangle Wave, 1 Noise), all monophonic, and trying to stay strictly in that style for the track in an attempt to be as 'authentic' technique-wise in the process as possible. The results made me very happy, and it was as fun to write as it is to listen to (even though it was very tedious at some points to pull off some of the nuanced sequencing initially).
I kept on working on this technique in general at times, typically from either doing little simple tracks that didn't lead anywhere, or trying my had at taking tracks that weren't 8-bit style to begin with, and reducing them down to that format. My favorite example of this was one I did of a track from the soundtrack of Killer7 by Masafumi Takada:
At this point, I was getting pretty comfortable with the idea of doing things in a 4 channel sense, and doing drums fully with just monophonic noise. So a bit later on, when I wanted to do another original track of a reasonable scale, I decided to do things a little differently, especially regarding the drums. Furthermore, I had read into how various Japanese iterations of games for the NES/Famicom actually had more than just 4 channels of Tone Generators/Oscillators to work with. One title in particular that stood out to me that had such a feature was the Japanese version of Castlevania 3, or Akumajo Densetsu (Demon Castle Legend), by Konami.
Upon reading into this, I decided to do a bit of a less 'authentic' styled 8-bit track, but one that really tried to capture the sound/feel of the music of that particular franchise in the NES/Famicom era. I appropriately named this track:
The difference in this track, regarding the drums, is that unlike The Blue Bomber, which only used a single noise generator for all the drum sounds, this one featured several tone generators/noise generators that were individually being triggered by a separate device within the workspace. This allowed for a bit more ease in the sequencing side of things, as I didn't have to draw as much automation to get all the sounds I wanted...but I never was quite as happy with the results as I was with simply using a monophonic noise generator, and simply putting in the work to get all the sounds out I needed.
Otherwise, I really liked how the track turned out, especially in the timbres I got from using different phase settings on the pulse waves to get varying timbres throughout the song.
At any rate, I hope you enjoyed reading over some of my background doing this sort of music, and if you have any particular questions about specific techniques I used for some of these tracks, feel free to ask them in the comment section. I'll gladly answer as much as I can in the comments section myself, or I might take a bunch of questions, and field them with some examples in a future Famicom Fridays. :)
Thanks, and have a great week, everyone!
Published in
Music, Game, Famicom, Compositions, Audio by
Michael "Skitch" Schiciano
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Comment (2)

Published in
Music, Licensing, GANG, Compositions, Audio by
Terry Maedche
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Comment (0)
Sound moves around us every day and the human ear is capable of discerning both the location and relative direction of its motion. "3D sound" or "sound spatialization" is the process of placing and controlling the movement of sounds in space.
Though "sound spatialization" has been of interest to composers and sound designers for years, recent breakthroughs in computing, software design and psychoacoustics have brought this exciting realm of sonic expression within reach of creators and engineers in all aspects of design and production. And with the proliferation of surround sound technology and surround media standards for cinema, gaming, computing and home theatre, any consumer now has access to the power of spatial sound within their own home media environments.
Immersive Media Research is dedicated to providing sound designers, musicians, and composers with professional, affordable, and powerful software products that address the entire production chain associated with the development of multichannel and binaural audio content.
Our tools are designed to inspire and enable surround sound content development, replacing the tedium once associated with this work with efficient, fun-to-use, powerfully expressive tools for designing sound in space.
Sincerely,
Terry Maedhce
CEO Immersive Media Research