Someone to make music for scrolling platformer

TakuikaNinja

Active member
how do i optimse my music actually?
Here's a few things you could apply:
  • Ensure no instruments go unused, otherwise they're just wasting space.
  • Try to reuse small patterns (those with 16 or 32 rows are common) as much as possible. This mainly applies to basslines & percussion.
  • Write progressions in such a way that you can apply the tip above to the lead/harmony. This is tricky but doable.
 

Logana

Well-known member
I would suggest that you figure out what’s going on in the pattern section because in every single song you use patterns that have rough importantion into nesmaker and that can take up way to much space, like you usually use FF if you wrote a melody in the first frame that you use later in the song but because of that it loads all 256 frames wasting data or at the very least confusing the sound engine, also noticed you always write with 192 line which is pretty strange since all your songs exept the first one can easily be edited to be only 96 lines which is a massive improvement, and while you do Reused a ton of frame it’s almost to an incessant degree, like having a melody repeat Over and over and over back to back which gets very boring musically after a while because you also have to keep in mind that these songs will be repeating over and over on their own, that brings me to another topic, relook points, once you have finished a song it will repeat, some songs like game over themes can be made so they only play once but in a level and abrupt music cut out is very strange, it can be a good way to create tension which is good but at relook points when going from one idea straight to another is extremely jarring. Idk I still have much to learn I’ve only been composing for about 2 years now
 

TakuikaNinja

Active member
I have a heuristic for estimating how much space a song takes up.
You get the number of unique patterns and multiply it by the pattern length. The product is essentially the number of unique rows in the song.
For example, Logana's cave track uses 18 unique patterns with a pattern length of 64. The product is 1152.
After my optimisations, it has 40 unique patterns with a pattern length of 16. The product is 640. The result is a reduction by around 44%.
The heuristic basically punishes you for:
  • Using long pattern lengths
  • Using too many unique patterns
It'll take a while for me to optimise and merge all the tracks. Please be patient.
 

TakuikaNinja

Active member
Another thing: Try to bake effects (echo/reverb, arps, duty cycle changes, etc) into instruments.
GGSound stores note data & instrument changes in the song data, which means rapid note/instrument switching eats up a lot of space. LVintageNerds' module is especially bad when it comes to this: 1628652792279.png
This is in speed 2. Pulse 1 & noise have rapid note/instrument changes which could easily be baked into an instrument.
Edit: You can use FamiTracker's "Record to Instrument" feature to quickly bake effects into instruments.
 
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Another thing: Try to bake effects (echo/reverb, arps, duty cycle changes, etc) into instruments.
GGSound stores note data & instrument changes in the song data, which means rapid note/instrument switching eats up a lot of space. LVintageNerds' module is especially bad when it comes to this: View attachment 5211
This is in speed 2. Pulse 1 & noise have rapid note/instrument changes which could easily be baked into an instrument.
Edit: You can use FamiTracker's "Record to Instrument" feature to quickly bake effects into instruments.
i actually fixed the drums in another song i made (the song itself is unrelated)
 
Another thing: Try to bake effects (echo/reverb, arps, duty cycle changes, etc) into instruments.
GGSound stores note data & instrument changes in the song data, which means rapid note/instrument switching eats up a lot of space. LVintageNerds' module is especially bad when it comes to this: View attachment 5211
This is in speed 2. Pulse 1 & noise have rapid note/instrument changes which could easily be baked into an instrument.
Edit: You can use FamiTracker's "Record to Instrument" feature to quickly bake effects into instruments.
also got it
 
Here's a few things you could apply:
  • Ensure no instruments go unused, otherwise they're just wasting space.
  • Try to reuse small patterns (those with 16 or 32 rows are common) as much as possible. This mainly applies to basslines & percussion.
  • Write progressions in such a way that you can apply the tip above to the lead/harmony. This is tricky but doable.
ok
 
I would suggest that you figure out what’s going on in the pattern section because in every single song you use patterns that have rough importantion into nesmaker and that can take up way to much space, like you usually use FF if you wrote a melody in the first frame that you use later in the song but because of that it loads all 256 frames wasting data or at the very least confusing the sound engine, also noticed you always write with 192 line which is pretty strange since all your songs exept the first one can easily be edited to be only 96 lines which is a massive improvement, and while you do Reused a ton of frame it’s almost to an incessant degree, like having a melody repeat Over and over and over back to back which gets very boring musically after a while because you also have to keep in mind that these songs will be repeating over and over on their own, that brings me to another topic, relook points, once you have finished a song it will repeat, some songs like game over themes can be made so they only play once but in a level and abrupt music cut out is very strange, it can be a good way to create tension which is good but at relook points when going from one idea straight to another is extremely jarring. Idk I still have much to learn I’ve only been composing for about 2 years now
huh, ok thx for the feedback
 

TakuikaNinja

Active member
This task is taking longer than I anticipated, so I'll share what I've finished so far.
I've optimised Logana's module (optimised cave track, removed unused instruments) & started working on LVintageNerds' tracks.
 

Attachments

  • BowelsOfTheBeast_Logana.zip
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TakuikaNinja

Active member
Okay, I've finished optimising LVintageNerds' module.
The difference is night & day.
 

Attachments

  • BowelsOfTheBeastSOUNDTRACK_LVN.zip
    6.1 KB · Views: 2
Last edited:

Logana

Well-known member
This task is taking longer than I anticipated, so I'll share what I've finished so far.
I've optimised Logana's module (optimised cave track, removed unused instruments) & started working on LVintageNerds' tracks.
Yeah theirs a ton of unused instruments, I plucked them entirely from something else I was working on
 
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