#My music sound like a video game help!

1 messages · Page 1 of 1 (latest)

ebon smelt
noble token
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try making longer melodies

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like 8 bars instead of 1 or 2

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also try out some different synth sounds

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other than supersaws

agile cobalt
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It's made too "clean"

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Meaning that there's too little harmonic information

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Thus sounding like an 8 bit even when it's not, because technically the sounds or waveforms generated are pretty clean

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Retaining the exact same notes and rhythm wouldn't sound like a chiptune if there's depth to it

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That's also another issue where your ADSR isn't subtle enough or are just chunky blocks

obsidian trench
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sounds like some anime sh*t 😁

ebon smelt
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Please

left totem
# ebon smelt What should I do I've been producing for four years No matter what sound I use...

The bpm, the clearness of the sound, the video games lead, the little "freestyle" of the melody but also the repetitiveness, all these give video games vibes. Listen, I have also been told my music sounds like video games ( for quiet some time my friends called me geometry dash producer lmao) but what do you care? Do your thing and take those as compliments. Your sound is unique and I suggest you to not change. (I also listened to some other songs of yours. They are great!)

ebon smelt
strange locust
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Your arrangement and choice of sounds make it sound the way it does.

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Nice key change, keeps it not as repetitive

ebon smelt
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@strange locust what should I do to make better arrangment

icy sun
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Right, I've improved going away from it. But, I do enjoy producing it that way. I mean its like Destiny 2 music, its video game music but its actually just really good "music".

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Its actually inspired my track some, trying to eventually be able to 1 man army produce such a kind of track like that eventually as well. I wouldn't mind making an epic Donkey Kong 64 styled track too haha.

chrome ice
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Different articulation of notes could help. Try doing a patcher VFX Key Mapper into vfx sequencer with differing gatings.

You can get some very good melodies that have enough variance that they do not sound like a sequencer.

left agate
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Try to humanize your virtual instruments by adding little variations on the the velocity of every note.

icy sun
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I think what they meant was the style not necessarily the notes. Mine sound that way often times regardless, and I had already been using velocity adjustments/automations, though my most recent is first time in awhile making use of more heavy instrument volume automations.

chrome ice
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Are we allowed to post samples as examples here or is that considered our music outside the expected areas?

chrome ice
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If anyone else is interested in the screenshots and methodology let me know and I'll post here but did not want to post things in the incorrect place.

distant heron
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Hello

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Am new here

sudden hollow
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play with attack to soften the sounds, decay and sustain to make them longer notes, and reverb to make them wider / wetter. I personally don't use saws much for leads. Also try writing your melodies c5 and above, and don't use arpeggiators they always sound bad. I prefer to write my own arpeggios. Try going with more natural sounds like strings.

young mural
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Some really good advice above. I recognise what you're saying, and the track you've shared really does have that kind of 'video game' feel you mention.

For me, it's because there's almost 0 dynamic interest. It's almost full on from beginning to end. And the overuse of simple synthesis really leans into that amateur sound. Having an abundance of saw leads and melodies over a continuous beat with little to no variation is exhausting as a listener.

Sound choice is another big factor here. The sounds feel like stock presets and don't have an overall significant personality. Before starting your next track, you could spend some time selecting a sound palette for yourself. If you aren't sure where to start, listen to some electronic music you like the sound of, make some notes about the synthesis use, make some notes about drum sounds, what is the tonality, what is the pitch, where do these sounds sit in the mix, and finally, how large are the dynamic changes between sections?

You could listen to any track that does have full on melodic and rhythmic elements and still find a good sound selection, good execution of sounds in the arrangement, as well as an overall cohesive aesthetic.

I mean all thoughts here with respect of course, just on a personal level I think the bigger problem with the material is that lack of polish and aesthetic.

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Take 'Rotate Electrolyte' by Squarepusher as an example. On the surface, partially organised chaos. Framing this track in the style of IDM/Breakcore, we can hear genre signifiers. For example, the use of breakbeats and the destruction of those, with glitchy programming and presentation. Harmonically interesting synthesis and sound choices are placed on top, from very narrow saw tooth leads to distorted piano samples. Add to this the interesting changes between sections, and the space available in the arrangement for all of these sounds to exist and interact with each other, you get an engaging listening experience, at least for me.

https://open.spotify.com/track/1tpYcZAafJhvoerUxMPx3G?si=3988117b50664d93

somber lark
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@ebon smeltI had the same problem for awhile too, try messing with things you've never messed before, starting your songs with vocal chops, layering chords differently or longer will help too, adding swells help, different fx help, reverb. I honestly like your video game aesthetic a lot but I can understand wanting to get outside that box.

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If you'd like we could collab or I can show you what I do to make my music less video gamey and repetitive

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good luck <3 :)

ebon smelt
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@somber lark yeah why not
we can collab and thanks for your feedback

somber lark
agile cobalt
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I think your main problem is thinking "how cool x or y part sounds" as themselves but not as a whole overview perspective

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Which resulted in your tracks not having a sense of progression

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It's just a mashup of loops, is what the impression is

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compared to a song that has a story from beginning till the end (or not, you get my point)

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There's no intention in storytelling

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Or that the execution didn't convey that clearly enough

minor quail
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Reverbbbbbb and echoooooo might help

alpine robin
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honestly the thing I've gotten sometimes is that my tracks sound like Geometry Dash, but they them Hip-Hop people. 😄
The sounds you are using sound very 8-bit, perhaps switch up the sound design? Try using more reverb, perhaps give the melody and bass a bit more space between notes. Just pointing out random stuff, I know you'll get past it.

ebon smelt
ebon smelt
strange locust
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quick tip, make the bass, kick, and snare louder

agile cobalt
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But overall there's just no distinction of sections. Even half a bar or a bar of silence at times help

light otter
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some variation on drum beats would help. I actually like the video gamey vibe, but if that's not what you intend:
Use some more complex synths, and maybe mix up the chords/structure a bit. More contrast means for more interesting music, or any art in general.

Don't stick to one melodic idea, let it spring out and tell a story. Sounds soppy, but it works.

strong spruce
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Adding a bit of swing or groove to it might help a bit, take things off the grid or layer your notes with synths that have some delay so they're not just hitting all at once

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My music gets called video gamey all the time and at first it made me a bit frustrated but then I realised my primary influence growing up was video game soundtracks lol

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To add onto the lack of distinction between sections part people mention, you can even kind of see it in the waveform. From the get-go, minus a dip in the intro and a slight bit of quiet/a dip just after the middle, your track is like a wall of sound

strong spruce
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Swing/groove is a bit vague, I'm sorry, it could mean a lot of things. In this case I just mean humanize your notes a bit, take them a bit off the grid, extend or shorten some. Delay technically would be like a bit of an echo-y trail after each note, but you could also adjust the attack on some synths to make them not all play at the same time

ebon smelt
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oh I see

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will try

elder otter
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You could try leaning into your strengths

Make music for video games

ebon smelt
elder otter
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Have you heard of game jams?

strange locust
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That’s a great idea, show up to a game jam and ask to make someone some music

light otter
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wait that is a completely great idea, why have i never thought of this 😆

icy sun
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That's my plan continue my video game centric tracks/Get into proper cinematic orchestra style tracks. Produce well enough that my tracks can be licenced off for creative works, which would include games, movies, videos, trailers, etc.

young mural
ebon smelt
ebon smelt
ebon smelt
strong spruce
young mural
ebon smelt
light otter
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Drums do sound great

ebon smelt
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thanks for your feedback

weary mulch
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think the best way for you would be for you to critical listen to an established artist in the style you want to make. with a pad and pen write down the changes in the tracks whats added removed what effects use.

the way i think about music is imagine all the elements of your track are on a stage doing a theatre performance. now imagine everyone single one was in the middle and speaking the same volume i would be hard to tell what effect or impact anyone would have. where as if it was more set up like a stage prodcution the main charectors are normally at the front eg kick clap as they keep the thing going and you would notice the melody or synth would appear from a side and maybe at one point get to the front but wouldnt be there all the time to create impact.

young mural
ebon smelt
young mural
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try and fixate your melodys around your chords

ebon smelt
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I don't make chords in my music most of the time
only harmonics

ebon smelt
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@young mural

young mural
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a

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i saw

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you should do both