Might be a little late, but an easy and classic way is to take a snare drum or gun shot sample as base, add reverb, render/export that sound, re-import the new sample, and pitch it down until it sounds good. Pitch amount, reverb amount, reverb decay length, and the sound of the base sample will determine the sound of your final product.
Another way would be to synthesize it, as you said. But that's a little tricky. I used Pigments 2 to come up with some decent ones.
Using GPL licensed artwork requires you to release your game under GPL too, which is a problem if it's supposed to be commercial. I heard it was Microsoft who established the term 'viral' for this. It's pretty much the same, if you use CC BY-SA assets.
You'll be on the safe side using CC BY 3.0/4.0 and CC0 assets though.
MIDI notes are actually just numbers between 0 and 127. I'm not a programmer, but shouldn't it be easy to create a MIDI file generator that uses random values? That file could be imported into any Audio Workstation to turn it into actual music. The most difficult part will be making the randomness sound musical.
This is crazy :D I love it. You could probably add probabilities for melodic jumps vs. steps to make it sound more "musical". And conditions for resoluting dissonances like 7->8 and 2->3 or 4->3.
I like to play with random pitch in Sugar Bytes' Aparillo synth. Might be something for you as well. And with random pre-rendered and fully orchestrated chords in FMOD.
Hhmm, that's bad news indeed :D Guess I will contact her as you say then.
These complications might be the reason why for example YouTube does not support BY-NC.
Anyway, that helped a lot, thank you!
Fabian
Might be a little late, but an easy and classic way is to take a snare drum or gun shot sample as base, add reverb, render/export that sound, re-import the new sample, and pitch it down until it sounds good. Pitch amount, reverb amount, reverb decay length, and the sound of the base sample will determine the sound of your final product.
Another way would be to synthesize it, as you said. But that's a little tricky. I used Pigments 2 to come up with some decent ones.
Using GPL licensed artwork requires you to release your game under GPL too, which is a problem if it's supposed to be commercial. I heard it was Microsoft who established the term 'viral' for this. It's pretty much the same, if you use CC BY-SA assets.
You'll be on the safe side using CC BY 3.0/4.0 and CC0 assets though.
Ohh, this is so crazy good.. I love the FF Mystic Quest vibes.
Robust!
MIDI notes are actually just numbers between 0 and 127. I'm not a programmer, but shouldn't it be easy to create a MIDI file generator that uses random values? That file could be imported into any Audio Workstation to turn it into actual music. The most difficult part will be making the randomness sound musical.
This is crazy :D I love it. You could probably add probabilities for melodic jumps vs. steps to make it sound more "musical". And conditions for resoluting dissonances like 7->8 and 2->3 or 4->3.
I like to play with random pitch in Sugar Bytes' Aparillo synth. Might be something for you as well. And with random pre-rendered and fully orchestrated chords in FMOD.