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    <title>How To Become A Game Music Composer</title>
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    <id>tag:bpmusic.com,2009-02-11:/getting_started_composing//1</id>
    <updated>2009-03-10T17:51:37Z</updated>
    
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<entry>
    <title>Radio And Restaurants Screwed The Recording Artist</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/03/radio-screwed-the-recording-artist.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.23</id>

    <published>2009-03-10T17:07:07Z</published>
    <updated>2009-03-10T17:51:37Z</updated>

    <summary>Well, sort of.Many of you are completely confused about music rights -- like copyright, mechanical licensing, recording master licenses, etc.Everyone has been there at one time. So don&apos;t feel alone.There&apos;s less excuse than ever for confusion with the internet by...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[Well, sort of.<br /><br />Many of you are completely confused about music rights -- like copyright, mechanical licensing, recording master licenses, etc.<br /><br />Everyone has been there at one time. So don't feel alone.<br /><br />There's less excuse than ever for confusion with the internet by your side. Reading "from the horse's mouth" is my recommendation.<br /><br />Start with <a href="http://copyright.gov/">copyright.gov</a>. Yes, you may have to read some things several times before the meaning becomes clearer. Copy the sections of interest to a word processing file and when it refers you to other sections of the code, copy what's being referred to into brackets at that point. This keeps you from having to jump all around. It's much less confusing. At copyright.gov, you can find links to the actual copyright law and the regulations the Copyright Office have issued under that law. Regulations are published in the Code of Federal Regulations (C.F.R.). <br /><br />Legal rights in most things are a bundle of many rights.<br /><br />Before I go further, I am not your attorney or advisor and what I say is intended to get you started on your own search for meaning in all of this. Besides, I am writing this from a composer's viewpoint, not from an attorney's viewpoint. Also, the law is in constant change and this information may be dated when you read it.<br /><br />Whatever you do, never pretend that you understand what is being said/written about copyrights if you do not truly understand. Do internet searches. Call and ask people/organizations. Even people who work for corporations can be helpful in explaining these things. By all means, check with an attorney if you have any questions.<br /><br />Regarding music rights, check out "This Business Of Music." Literally, check it out of a library -- it's a book. It can clarify things for you by providing real world examples of how things have been done in the past. The basics in the book still stand. It has been updated, so look for that, too.<br /><br />Be suspicious of what you read on the internet. If things don't make sense, go back to the source at copyright.gov. Someone may be trying to pull the wool over your eyes. An example would be that some organization implies that I must use their system of operation in order to comply with copyright law. If I read the copyright law and see nothing that requires that I follow their system, I do not have to follow that system. Another example is the commonly accepted "you can legally sample less than 5 seconds" of a copyrighted work without having to pay a royalty. This is not true and never has been. What people are probably confusing here are "fair use" samples. "Fair use" includes use for educational purposes and others. You can read all about them in the law itself.<br /><br />What's included in the copyright bundle?<br /><br /><blockquote><ol><li>The right to reproduce the work in copies or phonorecords.
				</li><li>
					The right to prepare derivative works based upon the work.
				</li><li>
					The right to distribute copies or phonorecords of the work to the public by sale or other transfer of ownership, or by rental, lease,
					or lending.
				</li><li>
					The right to perform the work publicly, in the case of literary, musical, dramatic, and choreographic works, pantomimes, and motion
					pictures and other audiovisual works.
				</li><li>
					The right to display the copyrighted work publicly, in the case of literary, musical, dramatic, and choreographic works, pantomimes,
					and pictorial, graphic, or sculptural works, including the individual images of a motion picture or other audiovisual work;
				</li><li>
					In the case of sound recordings, the right to perform the work publicly by means of a digital audio transmission.
				</li></ol></blockquote>In the case of a song, there can be many owners of the copyright to the song as it is released to the public. The author of the music, the author of the lyrics, the owner of the recording master, the graphic artist who drew the CD/CD cover and the arranger of the music. With the advent of the singer/songwriter and home recording software/equipment, one person can be all of these people.<br /><br />Even if these are all separate authors, they could have completed their work on the project as a "work made for hire." This means the author of a particular work does not ever own the copyright -- the copyright is owned by the person/organization that hired that author to do the work. If there is no "work made for hire" agreement, the copyright is assumed to be owned by the author of the work.<br /><br /><b>The right to reproduce the work in copies or phonorecords. The right to prepare derivative works. The right to distribute.<br /><br /></b>If you've heard or read about "mechanical rights," this is where they come in. In order for you to get the right to reproduce a work, prepare a derivative and distribute it, you have to advise the copyright owner that you plan to reproduce and distribute the work. The law sets the fee ("statutory fee") you have to pay for this license. Right now, for works under five minutes, you must pay 9.1 cents per copy sold/given away. So, if you record your own CD of ten "cover" songs (authored by someone other than you), for each CD sold, the rights to those works will cost you $0.91.<br /><br />Who handles mechanical licenses? In many cases, it's the <a href="http://www.harryfox.com/">Harry Fox Agency</a>. They represent many music copyright holders regarding mechanical licenses. But, it could be a law firm, a personal agent, the copyright holder, or any other person/entity hired by the copyright holder for this purpose.<br /><br /><b>The right to perform the work publicly</b>.<br /><br />Here's where <a href="http://bmi.com/">BMI</a>, <a href="http://ascap.com/">ASCAP</a>, <a href="http://sesac.com/">SESAC</a>, etc. come in. Before radio, music authors made their money by selling copies of their work via piano rolls, recordings and sheet music. Sheet music was HUGE! Everyone wanted to play the latest songs. Restaurants hired musicians to play all the latest (or had a player piano going). Everyone was getting paid -- except the authors of the works performed. Something had to be done! As a result, they created The <b>A</b>merican <b>S</b>ociety of <b>C</b>omposers, <b>A</b>uthors and <b>P</b>ublishers, which started licensing their music for public performance. When radio came along, it became a major source of public performance licensing income, too.<br /><br />This takes me back to the title of this post. Radio and restaurants were paying ASCAP which in turn paid the authors. What about the recording artist who made the song popular? And the owner of the recording? They were left out. They receive nothing in public performance royalties if they do not own the copyright to the underlying recorded work.&nbsp;This is one of the reasons that singers started writing their own songs (or demanded partial ownership before recording the song). It's also the reason that many performers of the early days ended up destitute. While their recorded performances play on and on via radio, TV, movies, Muzak, etc. they receive nothing. The copyright holders of the work (and their music publisher) get all of the public performance royalties. The internet is a different story -- performers/recording companies do get a piece of that public performance license fee "pie."<br /><br />The lesson here is to always own the music you record! And if you also publish your own music, you get 100% of the public performance royalties (it's normally split 50/50 between author and publisher)!<br /><br />When you listen to a public performance of your favorite song by your favorite artist, remember that he/she/they are not receiving a penny from the licensing of that performance if the song is owned by someone else. To me, it isn't fair, but that's the state of the law. This is why non-singer/songwriter performers are on tour a lot. Their only income from recorded or live public performance is ticket and merchandise sales. [This may soon change -- there is a move in Congress to include them in the licensing fee structure for AM/FM radio]<br /><br /><b>I've heard the term "synchronization license." What is that?</b><br /><br />Here's where things get interesting. If someone wants to use a work that will be synchronized to images for public performance (film, television, internet site, presentation -- flash, powerpoint, whatever), the statutory fee does not apply. It's what the market will bear. Want to record "Happy Birthday" and sell it on CD or for download? That will be 9.1 cents per copy sold. Want to sync "Happy Birthday" -- that will be $10,000 for each use (this is based solely upon rumor -- I haven't checked this out with the copyright holder). HUGE DIFFERENCE! This is why we don't hear "Happy Birthday" more on television or in the movies.<br /><br /><b>Master Recording License</b><br /><br />So far, all I've discussed is the mechanical license for the work. If you want to use an original recording of the work, remember someone other than the song's author may (and probably does) own that copyright. There is no "statutory fee" for this type of license -- it's a "what the market will bear" thing, too. This is why you do not always hear original recordings in commercials, film, television, etc. It's often less expensive to have the song re-recorded than it is to license the original recording.<br /><br />I hope this starts you on the path to understanding some of the basic concepts in copyright licensing.<br /><br /><br />]]>
        
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</entry>

<entry>
    <title>Recording/Synchronizing/Using Music From id Software Projects</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/03/recordingsynchronizingusing-music-from-id-software-projects.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.22</id>

    <published>2009-03-07T01:07:07Z</published>
    <updated>2009-03-07T06:10:45Z</updated>

    <summary>I make videos, instructional videos showing how to do various things with various programs. I would like to have music playing in the background, and the first music I thought was songs from DooM&apos;s sound track. I need to have...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote><blockquote>I make videos, instructional videos showing how to do various things
with various programs. I would like to have music playing in the
background, and the first music I thought was songs from DooM's sound
track. I need to have your permission to use the music, so can I use
your music in my videos?<br /><br />The music will be quiet, but loud
enough to recognize it. If anybody asks what the music is, I will tell
them and provide a direct link to your website.<br /><br />So may I use your songs in my videos?<br /><br /></blockquote></blockquote>You need to contact id Software regarding the use of music from any of their projects. If you are using a recording of the music, you also need permission from the owner of that recording.<br /><br />It's easy to make your own recording of a song and sell it. The law says you have to advise the owner of the copyright to the music that you are going to mechanically reproduce the song, AND you have to pay a statutory fee for each copy of the recording sold. Right now that's 9.1 cents.<br /><br />But, you want to synchronize the music to video. That has no statutory fee and the song's copyright holder can refuse to let you use the music or can charge you whatever he/she wishes.<br /><br />Further, to synchronize an existing recording of a song in any project, you have to have permission of the copyright owner for the recording, and you usually have to pay that copyright owner a fee which he/she sets.<br /><br />I have heard that to use "Happy Birthday" in a movie, on TV, in a music video -- any synchronizing of the song, it's a flat rate of $10k per use. To record it, it's only the 9.1 cents per copy sold. Big difference when video/film comes into play.<br />]]>
        
    </content>
</entry>

<entry>
    <title>Developer Going Back On His Word</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/03/ive-just-come-across-your.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.13</id>

    <published>2009-03-05T18:01:53Z</published>
    <updated>2009-03-06T22:51:32Z</updated>

    <summary>To protect identities, this is a generalized email from several similar emails:I&apos;ve just come across your &quot;Getting Started As A Video Game Composer&quot; article and I wanted to let you know that it has been a very illuminating read. The...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote><b>To protect identities, this is a generalized email from several similar emails:</b><br /><blockquote><br />I've just come across your "Getting Started As A Video Game Composer"
article and I wanted to let you know that it has been a very
illuminating read. The section on payment is particularly relevant to
my current situation and I was hoping that you could provide me with
some further insight and/or guidance if you are able.<br /></blockquote><br /><blockquote>
I have written, recorded and submitted several pieces of music to a developer. We had what I and he considered an agreement -- until recently. Now he says they will not pay the agreed price. He offered much less instead and the possibility of a small royalty if the game sells well.<br /></blockquote>Is your original agreement in writing? It doesn't have to be a formal
document or even just one document. A contract could consist of
multiple agreements via email. Of course this only helps if you end up
having to go the legal route, which has all sorts of problems in
itself. But, you'd have something to take an attorney that he/she could
work on.<br />
<br />If the second offer is not in writing, you
need to have it in writing if agree with it. Taking royalties sounds
really good until someone quits paying. In that case, the problem is
yours, and without paperwork it will be a tough problem to solve.<br />
<br />If this was my situation, I'd withdraw my music because of the cancellation of the agreement. I'd write and tell them that if
they want to use the music, they need to make it plain and clear what
the financial situation is (stating it with clear promises in
that regard).<br />
<br />Having to sue someone is no fun. You don't want to be put in that kind of a
position. It's costly, too, not to mention time totally wasted that
could have been spent moving forward. But, sometimes it is the only recourse.<br /><br /><blockquote>
I am open to the possibility of being paid royalties, but I am unsure of what a fair or
standard percentage would be. My
research has turned up little useful info. The few people I have spoken
to have experience only with selling their music outright.<br /><br />An article at the ASCAP site states: "Per game royalties range from 8 cents to 15 cents per composition and buyouts range from $2,500 to over $20,000." But that article is several years old and refers primarily to rates for existing music.<br /></blockquote>There is no standard. And how could ASCAP have any idea about the range of game royalties? They have nothing to do with the agreements between composers and game companies. There aren't that many people
getting royalties. 99% is buyouts. And "fair" is what you and the
developer agree to. I advise you to forget what others say they have
done and decide for yourself what you think is fair. Then hold the line
on that with the developer. If the developer can give you written proof
that you are out of line, maybe you'd change your mind. Otherwise, if
they want to use the music, they have to go with what you think is fair.<br />
<br />If you get a fabulous deal and can never collect on it, what good has it done you?<br /><br />There are some who have written me about working with friends or acquaintances on projects. Unless you have a very clear, written agreement in this kind of situation, you'll not be friends or acquaintances for long. Look at the software companies that are still in business and how
they've broken off relationships with the original members of the
company -- much of that is due to a failure to have a clear, written
understanding.<br />
<br />I know how easy it is to think "I need to make sure I
get as much as possible for this music without losing the deal." I think it's better to say "I want to get paid
fairly for my time and talent -- what amount would be fair
compensation?" In that case, it doesn't matter how much the other party
makes using the music -- you've still been paid fairly. In fact, I
don't care what they get paid (but I hope it's at least enough to keep
them in business).<br />
<br />The big positive about licensing music and royalties is that you get to keep the rights
to your music and can possibly use it in other situations. The big
positive about buyouts is that at least you've been paid and don't have
to wait for your money. Licensing with a one time, up front payment might be the best of both worlds. You get to keep the copyright and agree not to license the music for a competing product. <br /><br />Also remember that royalties may never amount
to much because you are depending upon lots of people doing a good job
to sell the game (marketers, distributors, etc.). And you have
absolutely no control over whether the game ever gets to the
marketplace. I've had many projects that never made it to the light of
day because someone "down stream" failed to finish the project.<br /><br /><div class="gmail_quote"><blockquote><div class="Ih2E3d"><div><p><font size="2">I've asked how much music is needed, but the developer has never given me an answer. His reply is just, "More."</font></p></div></div></blockquote><div>This
is typical of smaller developers in my experience. Also, a few developers are really lazy when
it comes to planning -- especially music and sound. They'll keep you
writing more and more and usually end up taking the first things you've
presented. Meaning that the latter things were a possible waste of time
(but they're good for maybe a later project). Still, it's not fun to
work on something that's just cast aside. It feels to me like this
developer is not even trying to be professional about this. That and
they don't want to promise anything, which makes me suspicious.<br />
<br />You've relied upon the original agreement and met the requirements. So, you are owed the amount originally promised. But, it would probably cost more to go after it than it would be
worth in time and money. It's even more difficult if they're in a
different legal venue (like several states/countries removed from your
location).<br /><br />
</div><div><font size="2">If you want out of this deal, make sure to send them a return
receipt certified letter saying that since they have told you they will
not pay under your present agreement you are withdrawing the music and
they do not have authority to use it. I'd also send a similar letter to the publisher of
the game, letting them know that if they release the game with your
music, you will hold them responsible for payment in full under the original agreement. If you do this in a professional manner, the publisher will
appreciate the fact that they will not be releasing a product without clear copyright agreements.<br /><br />
</font></div><div class="Ih2E3d"><blockquote><div><p><font size="2">A small part of me that wants to go along with the latest agreement so
that most of the music in the game will be credited to me, royalties or
no. This is partly because I want the experience and partly because I
assume that it could lead to more work with a more solid developer.
However, on principle, my gut is telling me to just pull the music.</font></p></div></blockquote><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><div>
</div></blockquote></div><div>I well understand. But what if they don't
credit the music? They might "forget" and there's really nothing you
can do about it. That's happened to me and others I know. I've never had a
situation like you are describing get me more work, but I can't say that it couldn't
happen.<br />
<br />If the game is really good, it might be enough reason to go ahead
and let them use the music. It's also been a learning experience for
you. If, in the future, developers do not want to put an agreement in
writing, it's probably best to pass.<br /><br />
</div></div>Whatever
you decide to do, I hope that you can wash the negativity of this
experience away so that it doesn't affect you in the future. I try to
make sure that I don't say later, "I wish I had ...." So, whatever
decision I make, I live with it and let it go if it doesn't turn
out to be a good decision. I also learn from it as much as I can. It
sounds to me like you already have a handle on that sort of thing. I
think if you're destined to do some type of thing (like compose), those
things will be attracted to you without special effort. My best gigs
have come to me through no past efforts of my own. Those I tried to
force to work ended up being mediocre or worse.<br />
<br />You could let them use an amount of music that they can pay for
under the original agreement. In that case, they have lived up to the
agreement and you have more than lived up to it. <br /><br />Even if you
do not end up with music and/or credit in this game, you can claim
credit because you have provided original music for it and influenced its development.
You can list "music written for Project X." My experience is that future developers rarely take the time to
listen to my music inside a game (unless it was extremely popular and they played the game). They want a demo they can "surf" through.<br />
<br />Oh, big point: If you let them use the music for nothing, write them a certified letter (return receipt) and tell them that you
are licensing it to them for use in the game -- a non-exclusive
license. That way, if the game/music becomes a hit, you can further
license the music for TV/movie/commercials/etc. In that case, do not sign a "Work For Hire" agreement.<br /><br />If you are not comfortable handling this sort of thing, by all means contact an attorney who has experience in the video/computer game business. <br /><br />My recommendation in this regard is Charles B. Kramer of the New York and Illinois Bars. Charles was the first attorney to speak at the earliest Game Developers Conferences. He has a wealth of experience in Copyright, Trademark, Licensing, Contracts and Computer/Video Game Law.<br /><font size="3" color="#000000" face="times"><br /><b>Email</b>:&nbsp;<a href="mailto:charles@charlesbkramer.com">charles@charlesbkramer.com</a><br /><b>Address</b>:&nbsp;200 
            East 10th Street, No. 816, New York, NY 10003, USA <br /></font><br /></blockquote>]]>
        
    </content>
</entry>

<entry>
    <title>Recording Instrument Sounds For Editing</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/recording-instrument-sounds-for-editing.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.20</id>

    <published>2009-02-14T00:50:16Z</published>
    <updated>2009-02-14T01:20:29Z</updated>

    <summary>Cool things that might save time and money:I&apos;ll get it started.ProblemI needed a snare drum sound and had nothing that would work. I&apos;d have to record it myself. All I needed was a snare sound for beats 2 and 4...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[Cool things that might save time and money:<br /><br />I'll get it started.<br /><br /><b>Problem</b><br /><br /><blockquote>I needed a snare drum sound and had nothing that would work. I'd have to record it myself. All I needed was a snare sound for beats 2 and 4 (4/4 time signature) in 16 bars. <br /></blockquote><br /><b>Solution (I was using Sonar and Audition here, but other software would work just as well)<br /><br /></b><blockquote><ol><li>Created a MIDI track to play several snare hits at the velocities I would need.</li><li>Used the closest snare sound I had to what I wanted.</li><li>Rendered the MIDI track to audio (in Sonar, just freeze the track to do this).<br /></li><li>Saved the frozen (rendered audio) track to a wav file.</li><li>Used audio editing software to tweak the snare samples and layer some other sounds to get the desired sound. Decided to add the effects I wanted at this stage, but could have added fx later in Sonar. By adding them now, though, I wouldn't have to be concerned with running more effect plugin's on my system -- some of them take a lot of computing power..<br /></li><li>Imported the edited snare audio files into Sonar.</li><li>Placed them on an audio track at the correct measures/beats.</li></ol>Not as easy as having the right thing in the first place, but it saved a lot of time over searching for the sound I was looking for.<br /></blockquote> ]]>
        
    </content>
</entry>

<entry>
    <title>Tips On Garritan Personal Orchestra Instruments</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/tips-on-garritan-personal-orchestra-instruments.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.19</id>

    <published>2009-02-14T00:46:42Z</published>
    <updated>2009-02-14T00:49:57Z</updated>

    <summary>Do you have favorite instruments from the GPO? Tips on how to get the most out of the instruments? Share them here....</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    <category term="garritanpersonalorchestra" label="Garritan Personal Orchestra" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gpo" label="GPO" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="instruments" label="Instruments" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="tips" label="Tips" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        Do you have favorite instruments from the GPO? Tips on how to get the most out of the instruments? Share them here. 
        
    </content>
</entry>

<entry>
    <title>Game Music Technical Code Requirements</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/game-music-technical-code-requirements-1.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.15</id>

    <published>2009-02-13T17:00:00Z</published>
    <updated>2009-02-14T01:36:33Z</updated>

    <summary><![CDATA[I have a day job but am a musician by night.&nbsp; I was really interested in making music for video games as I thought it would be a very good side project.I read your information on how to get started...]]></summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote><blockquote><div><font size="2" face="Tahoma"><span>I have a day job but am a musician by night.&nbsp; I was really interested in making music for video games 
as I thought it would be a very good side project.</span><br /><br /></font></div><div><font size="2" face="Tahoma"><span>I read your 
information on how to get started and I had a couple of questions if you have a 
moment to pass your knowledge.&nbsp; I have written a ton of music in all sorts 
of styles and write quite regularly.&nbsp; You mention Technical game sound code 
and I have no idea what that means?&nbsp; I was originally going to put together 
a CD with many different styles of music and approach companies and see if 
anything caught their attention and also offer custom work.</span></font></div><div><font size="2" face="Tahoma"><span></span></font>&nbsp;</div><div><font size="2" face="Tahoma"><span>Where can I learn 
about the technical game sound code requirements?&nbsp; Do you have any 
suggestions for someone who is just getting into this?</span><br /></font></div></blockquote></blockquote>Developers do not all use the same techniques to put music and sound effects into their games. The code they use is dependent upon many things. They may purchase a commercial product and use it as is or tweak it. Or they may have a programmer write special code. Many platform games use the sound SDK (software development kit) that comes with the general development code for games on that particular platform.<br /><br />The important thing is that you may have to present your final music in a format that's compatible with the sound code they are using in the game. Remember that a lot of game music is more than just a single song file played as if on an audio CD player. If the music is to be interactive or variable, there will often be more specifications than just a simple General MIDI or digital audio file.<br /><br />For a few examples, technical sound code <i>could</i> require:<br /><ol><li>&nbsp;a MIDI file that has multiple different tracks for each instrument's part -- different tracks for different game states. And you could be requested to put MIDI controller or other data on each of the tracks so the game's sound code would be able to select which tracks of the MIDI file to play at a certain point in the game. This could be more or less complicated by other MIDI code requirements, too.</li><li>MIDI files that play audio file snippets or loops.<br /></li><li>digital audio files that are snippets of an overall composition. These could also be different parts for a single instrument as in the different MIDI tracks mentioned in 1, above. These snippets could be streamed depending upon a game state (making the music more or less interactive and variable as with the MIDI tracks above).</li><li>an audio/MIDI file that you run through some specialized conversion software that makes it compatible with the platform.</li><li>MIDI or audio files that smoothly loop.</li><li>MIDI or audio files that are in consonant keys so the sound code can switch from one to the other without obvious dissonance.</li></ol>One of the first questions you should ask when considering whether to work on a project is "what format will you require the music to be in?" If there is a special format, you should find out what it will take to meet the format's specifications. It might mean that you will have to spend some time doing something other than just music.<br /><br />As for learning these technical aspects, I'd wait until I knew that I was going to have to learn something about it. Most developers will help you with what you might need to know. And sometimes it's better not to know so you'll only be expected to do the music :-) And if you do not understand what the developer is talking about from the get go, let them know that you do not understand but you are willing to learn whatever is required (if indeed you are).<br /><blockquote><br /></blockquote>]]>
        
    </content>
</entry>

<entry>
    <title>Deciding Where To Place Music/Sound Effects In A Game</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/deciding-where-to-place-musicsound-effects-in-a-game.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.12</id>

    <published>2009-02-11T23:39:35Z</published>
    <updated>2009-02-11T23:44:13Z</updated>

    <summary>12/22/2008 So, how did you decide where to place the music/sound effects in a game? This is a great question, and something I should have mentioned before now. I never placed the music for any levels. In some games, I...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote><p class="style1">12/22/2008</p></blockquote>
            <blockquote><p class="style1">So, how did you decide where to place the music/sound effects in a game?</p></blockquote>
          
      
    
    <p><span class="style1">This
is a great question, and something I should have mentioned before now.
I never placed the music for any levels. In some games, I wrote for
what I thought would be levels, but the music I wrote often ended up on
a completely different level than I had envisioned. For id Software
games, John Romero (maybe along with Tom Hall when he was there)
decided where to place what music. John had a great feel for this. And
there were games I worked on that ended up having music from sources
other than me. And I didn't have anything to say about that as it was a
decision the game company had the right to make. It's something I never
considered until it happened. Remember, these were the equivalent of
the days of the first Hollywood talkies, and the music/audio "wheel" in
the game business hadn't been fully invented yet.</span></p>
    <p class="style1">On
other games, generally the game's producer (often the only other one
working on a game except for artists) made all decisions as to music
placement.</p>
    <p><span class="style1">None of the games I worked
on had completed levels before I had already completed the music. Sound
effects were a different story. I would often create them as I learned
about creatures/weapons/animations, but many had to wait until at least
some levels were locked down. For the most part, even when I was asked
to create many different effects for the same
creature/weapon/animation, the first one I had created was the final
selection.</span></p>
    <p><span class="style1">Sound effects for
Doom/Duke Nukem and later had to be tweaked to follow the animations
too. In film, this is easy. You have a time code and frames to lock
sound to. There was no standard time code with computer games, and as
you probably know, different computers play animations at different
speeds. So, I would create a sound for say a weapon. It would have to
be compiled into the game. I'd play the game and watch the animation
while the effect played. I'd tweak the timing of the sound effect to
try to get it to work with the animation. All this while keeping in
mind that the animation speed would vary. It actually worked amazingly
well -- better than I would have thought it could with the primitive
earlier game sound engines.</span></p> ]]>
        
    </content>
</entry>

<entry>
    <title>Higher Quality Versions Of Early Game Music?</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/higher-quality-versions-of-early-game-music.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.11</id>

    <published>2009-02-11T23:36:21Z</published>
    <updated>2009-02-11T23:39:14Z</updated>

    <summary>12/22/2008 I have heard that the music that you composed for Wolfenstein 3D and Spear Of Destiny was a lot higher quality before it was mixed into the game. Is this true?If so, will there be any way, now or...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote><p class="style1">12/22/2008</p></blockquote>
          <blockquote><p class="style1">I
have heard that the music that you composed for Wolfenstein 3D and
Spear Of Destiny was a lot higher quality before it was mixed into the
game.</p></blockquote>
          <blockquote><p class="style1">Is this true?</p><p class="style1">If so, will there be any way, now or in the future, that  people will be able to obtain your original recordings?</p></blockquote>
                    
          
      
    
    <p class="style1">The
music for these two games was never in a higher quality than the
original game sequences. Have you ever played a MIDI sequence written
for one particular patch/sample and then tried to play that sequence
with another patch/sample of the same instrument? Most of the time, it
just doesn't work because, for example, guitar patches/samples vary in
attack, velocity response, sustain ... you name it. With the old FM
synth patches, you had to set sustain by tweaking the patch to do just
that. If I wanted a guitar wail to last as long as the note was held, I
had to set the patch up to do that. Basically, if I had used high end
equipment to originally create the MIDI sequences, I would have had to
almost start over to get any kind of decent sound out of a sound card
synth. My general flow was to create the FM patches for a song and then
write the song already knowing what sounds would be used. That saved a
lot of time.</p>
    <p class="style1">The way the MIDI player in
those games worked, the data for the FM synth was streamed to the synth
in real time. Much like digital audio. The size of a song increased
dramatically with the addition of notes -- much more dramatically than
a general MIDI file. After creating what I wanted, I had to tweak the
number of notes and delete those that weren't absolutely required.
Sometimes even required notes were deleted to keep the size of the song
file down. That's why some of the songs are so short, too.</p>
    <p class="style1">Unfortunately, I didn't keep the pre-tweaked versions -- wish I had, as it would have made for an interesting comparison later.</p>
    <p class="style1">As
I said in an earlier post, you can use DosBox to record wav files of the
FM synth sequences from "back in the day." DosBox sounds as good (bad?)
as those cards did, and it's as true to the original performance as one
of the old cards (and a LOT less trouble).</p> ]]>
        
    </content>
</entry>

<entry>
    <title>Early Game Music File Format/DosBox</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/early-game-music-file-formatdosbox.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.10</id>

    <published>2009-02-11T23:32:48Z</published>
    <updated>2009-02-11T23:35:27Z</updated>

    <summary>12/21/2008 I was wondering if youd please be able to send me some music. I&apos;m looking for the music for Cosmos Cosmic Adventure 1: Level 9, its nowhere on the internet... It is my favourite video game song of all...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote><p class="style1">12/21/2008</p></blockquote>
            <blockquote>I was wondering if youd please be able to send me some music. 
I'm looking for the music for Cosmos Cosmic Adventure 1: Level 9, its nowhere on the internet...<br /></blockquote><blockquote><p class="style1">
It is my favourite video game song of all time; as a kid, I had a game saved on that level...Id just load it and sit there 
listening with a lil lump in my throat cos it made me so happy. 
Ive sequenced it myself from memory, but i havent heard it in over 10 years so its just not the same. 
I downloaded the game from the net, but my comp is too new and wont support the old sound card. 
Do you have it in a midi form?? Id be really grateful to hear it again.<br />
            </p></blockquote>
      
    
    <p><span class="style1">The
games of the Cosmos Cosmic Adventure era were in a "sort of" MIDI
format. They were not "standard" MIDI files that would play as is. The
reason is that the music player built into the game was not a standard
at all. It was coded for games that id and Apogee released. It actually
sent the equivalent of machine code to the FM synthesizer chips on
sound cards of the day. If you download Dosbox (mentioned on the Home
page here), you can hear the songs and even save a wav file of that
version.</span></p>
    <p><span class="style1">Over the years I have
tried to make the time to record the songs, but it takes more time than
I have had. The reason is there are no "real" instruments that have the
sounds of many of those songs. I invented the instruments by messing
around with the FM synth settings. To get enough notes, I had to stay
away from percussive mode on the FM synth. This was a mode that had
decent sounding percussion sounds, but that limited the number of
musical notes significantly. So, I used melodic instrument patches well
out of their normal ranges to make the percussion sounds.</span></p>
    <p><span class="style1">What
was really funny about this was that while these games were first being
distributed, the sound card companies were coming out with "wavetable"
synths that used actual instrument samples for some of the sounds. They
were compatible with FM synth music that didn't abuse the instruments
for some kind of unique FM synth sound. Orchestral FM music sounded a
lot better. My music was laughable because the snare drum ended up
sounding like a little tin drum that a wind up bear would tap on. Other
sounds were also affected. Some enterprising individuals actually came
up with wavetable sound sets that made what I had done sound fair to
good, but most people didn't know how to use any other than the sound
set that came with the sound card.</span></p>
    <p><span class="style1">That
brings up an interesting matter. Would the music for Cosmo "feel right"
if it had been recorded in a studio with live musicians? I don't think
so. The sound of the FM synth really does work with a lot of games, and
the sounds help players buy into the game.</span></p>
    <p><span class="style1">By the way, Apogee Software is making a comeback. Go to <a href="http://apogeesoftware.com/">apogeesoftware.com</a>
and read about it. Some of the older games (including side scrollers)
are going to be re-released on portable platforms, starting with Duke
Nukem..</span></p> ]]>
        
    </content>
</entry>

<entry>
    <title>Usual Financial Compensation For Game Music</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/usual-financial-compensation-for-game-music.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.9</id>

    <published>2009-02-11T23:23:49Z</published>
    <updated>2009-02-11T23:27:14Z</updated>

    <summary>12/21/2008 When music is commissioned for a video game, how much does the composer/recorder usually receive for a major game? I know that it could vary hugely but lets say it was about 15 minutes of content (roughly 3 average...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote><p class="style1">12/21/2008</p></blockquote>
            <blockquote>When 
music is commissioned for a video game, how much does 
the composer/recorder usually receive for a major 
game? I know that it could vary hugely but lets say it 
was about 15 minutes of content (roughly 3 average 
length songs I guess) and the game was from one of the 
major publishers like EA or Ubisoft.<br /></blockquote><blockquote><p class="style1">
If you could give me some ranges that would be great!</p></blockquote>
      
    
    
    <p><span class="style1">This question is impossible
to answer because you are correct -- it varies "hugely." Besides that,
the deals are usually under an agreement that the terms will not be
disclosed. The amounts vary greatly depending upon how much the game
company wants a particular composer/recording artist, too. It's "what
the market will bear" on the part of the music provider and it's "as
little as we can get by with" on the part of the music
licensor/purchaser. While some game companies like the idea of paying
per minute of music, others will want music that fits the game, and the
longer each piece the better.</span> These others will want to pay "per song."<br /></p>
    <p><span class="style1">I wish I could give a better answer.</span></p> ]]>
        
    </content>
</entry>

<entry>
    <title>Need Musical Skills To Compose?</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/need-musical-skills-to-compose.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.8</id>

    <published>2009-02-11T23:18:50Z</published>
    <updated>2009-02-11T23:23:35Z</updated>

    <summary>09/30/2008 I am currently a college freshman enrolled in a double-major classical guitar and violin performance degree. I want to become skillful on both of my instruments, but I&apos;ve always felt that my dream job would be as a composer...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote><p class="style1">09/30/2008</p></blockquote>
          <blockquote><p class="style1">I
am currently a college freshman enrolled in a double-major classical
guitar and violin performance degree. I want to become skillful on both
of my instruments, but I've always felt that my dream job would be as a
composer of video game music. Unfortunately, I have to spend around 7
hours a day practicing, and have little time to work on my piano or
audio software skills. How good a pianist must one be in order to
compose video game music? Is it practical to use instruments like
guitars and violins in the process of creating video game music, either
acoustically or electronically? I know employers could care less about
how skilled one is if one produces good results, but I fear I may never
secure a job composing video game music if I continue on my current
path.</p></blockquote>
      
    
    <p class="style1">I
am sure there are composers, past and present, who did/do not play a
musical instrument. It's not required, but ... being an instrumentalist
makes it easier to turn the sounds you hear in your head into audio.
Knowing how an instrument works opens up the musical possibilities of
that instrument. It also makes it much easier to find the sound you
want. If you don't know the names and sounds of instruments, how can
you find the proper "patch" or "sample" to recreate that sound?</p>
    <p class="style1">The
two instruments you are studying can prove extremely invaluable when
you start composing "for real." While sampling technology has improved
greatly, I have yet to hear more than a handful of sampled violin solos
that don't give themselves away as sampled. Those that have fooled me
had to take many hours of tweaking to make them sound "real." So, you can
play your own solos real time and they will sound exactly like you want
them without tweaking. Or, if you have someone else play them you will
know how to communicate what you want out of the performance.</p>
    <p class="style1">So,
I say, "practice on." You've got plenty of time to learn the software
skills. Having the musical skills will help when you do start using the
software as a full time tool.</p>
    <p class="style1">At least a
basic ability to play the piano really helps when there are keyboard
parts to perform. But, piano performances recorded via MIDI are some of
the easiest to tweak, too. There's no concern about pitch bend, or
vibrato, or amp settings, etc. Additionally, there is a tendency among
some keyboard instrumentalists to do all of their composing using
keyboard fingerings. Lots of string parts sound like a keyboard voicing
with strings patched in. That's where your knowledge of the stringed
instruments and their voicings would give you an edge.</p>
    <p class="style1">While
I am sure it seems that time is passing very slowly as you practice
those seven hours a day, when you perform with others, you'll learn
what I consider the best lessons for a composer or songwriter. You get
to hear the harmonies and voicings up close. That is one of the reasons
I love to perform. It provides the opportunity to learn composing while
having the fun and joy of making music with a group. [That's one of the
reasons I love software that helps non-musicians make "music." Everyone
should have the experience of communicating with music.]</p>
    <p class="style1">It's
very practical to use your two specialty instruments to compose.
Listening to the "Top 20" I hear strings making a comeback (if they
ever really went anywhere). </p> ]]>
        
    </content>
</entry>

<entry>
    <title>No Clue How To Get Started/Starting From Scratch/Performance Rights Org. Links</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/no-clue-how-to-get-startedstarting-from-scratchperformance-rights-org-links.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.7</id>

    <published>2009-02-11T23:14:22Z</published>
    <updated>2009-02-11T23:18:19Z</updated>

    <summary>I just wanted to say I enjoyed reading your website. Basically I have a couple of questions and I hoped you being a seasoned composer could fill me in on a couple of things. A friend of mine asked me...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote>I
just wanted to say I enjoyed reading your website. Basically I have a
couple of questions and I hoped you being a seasoned composer could
fill me in on a couple of things. A friend of mine asked me and a
couple of other random people who all knew each other through the
internet if we wanted to work for him under a new video game company.
It's another deal where a large company in another field wants to make
some money by creating video games and we were basically asked just
because of our ages because we know "what's cool." Anyway, we're still
in the process of figuring things out, a couple of people who've worked
for other companies are going to help us set it up but it's pretty much
just going to be me and five other guys with little to no experience in
the field. The person running the company asked us what we wanted to do
as far as making the game went, and I figured, "Hey I've worked with
Garageband I could do music!" So say that's what I'll be doing. It
happened just as quickly as I typed it.<br /></blockquote>
          <br />
      
    
    <p class="style1">You
know what? You're starting exactly where most of the people I know
started. They had to invent the wheel. Good luck if the company wanting
your services has a game engine for you to work with. All the luck in
the world if you all are going to have to come up with your own engine.
Since I've seen exactly that done, it's possible. And why not
Garageband? If you come up with something that fits the game and sound
good, what does it matter how you generated it?</p>
    <table class="style1" width="80%" align="center" border="0" cellpadding="0" cellspacing="0">
      <tbody><tr>
        <td><blockquote>
The only thing is, I really don't have much of a clue as to what I'm
supposed to do! Sure I can make decent sounding music in computer
programs and have a natural ear for what I think sounds good. But I'm
sure there is a lot of work that goes into composing. Just today I was
watching television and the composer for Tiberium who works for EA said
he spent two and a half years on the game. Now I don't think I have
much of a problem as far as creativity goes, I just don't know where to
get started in the creating process. My colleagues are going to be
working with MAYA and things of that nature, but I'll be the only one
working full time on music.<br /></blockquote></td>
      </tr>
    </tbody></table>
    <p class="style1">Which
comes first, the chicken or the egg? I have read biographies and
autobiographies about many of the great composers, lyricists and song
writers. Not a one of them knew what they were doing at first. They did
have an idea of what they wanted as an end result, though.</p>
    <p class="style1">One
thing's for sure, these guys wrote all the time. And they wrote a lot
of bad stuff that we never knew of. What you need to get started is to
know how you want the end result to sound. That would be based upon the
basic theme of the game. Even if it's described in words like "it's a
space war game," you'll know what feel to put into the music. The
better a feel you have for what the game is about, the better your
music will fit. As for spending two and a half year on the music for a
game, it can be a time-consuming task if you're asked to write layered
music. By "layered" I mean music that can be quite simple when there's
low action in the game but can be ramped up by adding instruments,
increasing the tempo, changing the key and such when there's lots of
action. This is the equivalent of writing many songs. And it might only
be used in a very small part of the game. The end result can be many,
many hours of non-repetitive music. Hours of music can take a lot of
time to write.</p>
    <p class="style1">So, basically, start with a
solid idea of what you want the music to do. Then put down (into your
music software) any musical ideas that come into your head. This is
where a good ear for music and harmony comes in. If you come up with a
beat you like, start with it and build from there. If you come up with
a bass line, build around that. I've heard that some composers of old
listened to mechanical sounds to hear a possible melody hidden in the
noise. In the early days of sound recording, people did the same thing
most of us have done with sound editing software -- they played the
recording backwards and heard the basis for a new tune. Some of my best
inspirations have come from just noodling around with the guitar or
keyboard, not trying to come up with anything.</p>
    
    <table class="style1" width="80%" align="center" border="0" cellpadding="0" cellspacing="0">
      <tbody><tr>
        <td><blockquote>I'm
not sure how to "write music" in the least since all of my experience
comes with fiddling with sound bites in Garageband and MAGIX. I'm not
sure what kind of programs I would need. I'm basically going to be
provided with very powerful computers and won't know what to do with
half of the software on them. I have a couple of years to figure this
all out thankfully, I didn't promise outstanding results as an entry
level composer but it would help me greatly if you could point me in
the right direction. I really have a strong love for music and am
extremely passionate about what I do. It's like you said, the success
for any one of us is a success for all of us. I really want to find
some welcoming people in the industry who can give me a couple of tips
in the trade since I'm a beginner. I would really appreciate just the
slightest tips/information you could spare.</blockquote></td>
      </tr>
    </tbody></table>
    <p class="style1">It's
great to have a knowledge of software that's loop based. There's some
outstanding music that's been done that way. And it's quicker to get
results than having to record live or create MIDI sequences. The down
side is that if you cannot create your own loops (from scratch, not
from sampling) you may not be able to find loops that make the music
sound the way you've decided it should. For that reason, I highly
recommend getting some MIDI sequencing software and practice recreating
in sound what you hear in your head. If you can hear it in your head,
you can learn to recreate it. I have heard unbelievably wonderful music
that was sequenced without a MIDI controller (keyboard/guitar/etc.).
The composer entered the notes by hand (or with mouse clicks) and then
tweaked the velocity, timing, controller settings and such on each
note. I can only imagine how many man-hours such a thing takes in a
very detailed and long song. I had to do the same thing to make MIDI
files fit along with games on 360k 5.25" floppies. But those songs were
short (by necessity). Still it took me many hours to get it right.</p>
    <table class="style1" width="80%" align="center" border="0" cellpadding="0" cellspacing="0">
      <tbody><tr>
        <td><blockquote>And also how would I get affiliated with BMI, ASCAP, and SESAC? And  what are they exactly?</blockquote></td>
      </tr>
    </tbody></table>
    <p class="style1">They
can tell you better than I can.These organizations are the type where
you can only contract with one at a time (usually for a two year
period).</p>
    <ul><li class="style1"><a href="http://www.bmi.com/" class="style1">bmi.com</a> -- click on the Join tab which will lead to links to learn more about them.</li><li class="style1"><a href="http://ascap.com/">ascap.com</a> -- click on the About ASCAP tab.</li><li class="style1"><a href="http://sesac.com/">sesac.com</a> -- mouse over the writer/publisher tab informational links.</li></ul> ]]>
        
    </content>
</entry>

<entry>
    <title>My Game Music Recordings</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/my-game-music-recordings.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.6</id>

    <published>2009-02-11T23:08:22Z</published>
    <updated>2009-02-11T23:14:06Z</updated>

    <summary><![CDATA[I've collected countless versions of your soundtracks recorded on various sound cards, remixes, reinterpretations.. gigs of the stuff, and I never get tired of listening to them. &nbsp;I wonder whether there's some official album I could buy, or perhaps something...]]></summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote>I've
collected countless versions of your soundtracks recorded on various
sound cards, remixes, reinterpretations.. gigs of the stuff, and I
never get tired of listening to them. &nbsp;I wonder whether there's some
official album I could buy, or perhaps something I could get
autographed by you? &nbsp;I'd love some kind of Bobby Prince memento!</blockquote>
      
    
    <p class="style1">You
know, I put out a DOOM Music CD several years ago. Amazon made some
really good money on it (they charged a ridiculous fee to sell things).
It was fun to do. I learned a lot about what not to do, too. I also
decided way back then that the CD was going to be a dead item sooner
than later. [My opinion is their cost to value ratio has killed them.]
But, somewhere I have maybe 10-20 of the 1000 I had pressed. If I can
find them in storage, I'll make them available for sale with proceeds
going to some charity. I'll post it here if/when I find them. I just
checked and as of September 2008, Amazon charges 55% of the sales price
of a music CD. That's crazy! It's less, though, than they charged me.
As I recall, I "maybe" received 20% of a sale. The CD originally cost
me 15% of the sales price, so I was clearing less than 5% when you take
my cost of shipping to Amazon into account. And I had to ship the CD's
in small bundles whenever Amazon decided they needed them. <br /></p><p class="style1">Thanks for
asking this question. Now I remember why I decided never to produce a
CD again!</p><p class="style1">Oh, and yes, I've tried the on-line virtual sales. The
only people making money there are the middle men. What site of this
type does anything more than house your music on their server, hoping
that your songs sell at least well enough so they get their minimum
monthly fee?</p>
    <p class="style1">I'll never do this again. Like a past President once said, "There's an old saying in Tennessee. I know it's in
Texas, probably in Tennessee, that says: 'Fool me once ... ... ... ...
... shame on ... ... ... ... ... shame on you ... ... ... ... ... ....
If fooled, you can't get fooled again." <br /></p><p class="style1">So like all Tennesseans and
Texans, I won't be fooled more than once :-)</p> ]]>
        
    </content>
</entry>

<entry>
    <title>Performance Rights/Cost Of Software &amp; Equipment</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/performance-rightscost-of-software-equipment.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.5</id>

    <published>2009-02-11T23:02:07Z</published>
    <updated>2009-02-11T23:08:01Z</updated>

    <summary>I read you page on how to get started as a game composer, and I really liked it. I&apos;m currently just an 18 years old hobby musician, and I have plans for an education in a different field, but music...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote><p>I
read you page on how to get started as a game composer, and I really
liked it. I'm currently just an 18 years old hobby musician, and I have
plans for an education in a different field, but music in video games
is my passion, and I hope to perhaps make music for a game or two one
day.<br />
          </p></blockquote>
          <blockquote><p>I'm a little confused. It says,
"this doesn't cost the game company a penny", but doesn't it mean lost
profit for the game company when a composer registers his work with an
organization?</p></blockquote>
          
      
    
    <p class="style1">The
game company doesn't pay anything to a performance rights organization.
If the game company uses your music, hopefully they pay you directly or
through your own publisher. When you register your work, you put
yourself in a position to be paid part of the licensing fees the
performance rights organization collects. They determine how to divide
up those collections for payment by a formula that you can learn about
directly from them (there are links to them in a later post).
It's beyond the space I have here to attempt an explanation. And,
because this is a possibly confusing aspect of the music business, I
would refer you to a book like "This Business of Music" which explains
in a whole book what I cannot here.</p>
    <table class="style1" width="80%" align="center" border="0" cellpadding="0" cellspacing="0">
      <tbody><tr>
        <td><blockquote>I
use midi for composing, and sometimes I use patches, samples and synth
generators to make a high quality sequence of songs I make. They are
far from as high quality as I would like them to be though... Good
patches and samples are really expensive, and there's no way I can
afford a sufficiently large library of samples.&nbsp; Like you say, most
game developers require game-ready music, and today, the music has to
sound professionally mixed -- which from my point of view is a totally
different thing from just composing the piece. Having a good studio
with plenty of high-end gear is a bit out of most people's reach, I
think. Have you got any good tips about how to start making your
compositions game-ready today? I already know how to use quite a few
programs and their plugins (illegally, I'm afraid), but high quality
samples, mixing tables, sound processors and recording gear as well as
decent MIDI-controllers seem hard to obtain and utilize without a lot
of money and training. Maybe I've got the wrong impression, but my
impression is that most composers have access to a lot of these
utilities, and it is a little demoralizing. <br /></blockquote></td>
      </tr>
    </tbody></table>
    <p class="style1">Those
who do not let themselves become demoralized know a large part of the
secret of personal power. It's quite a game in the music business to
get others to think they are powerless because they don't have all the
necessary equipment/software/etc. to make good music. Yes, I read all
about the fancy equipment/software that "top producer A" or "#1
engineer B" uses. And I think, "some of the best music I've ever heard
was recorded and mastered on what we all would consider JUNK today."
Then I think "some of the junk music today is being recorded on
equipment/software that didn't exist just a year or so ago." Then I see
a musical equipment catalog. HUNDREDS of pages of THOUSANDS of pieces
of equipment. Who buys all that stuff? How many units do they have to
sell to make it worth their while to line manufacture them? How does
any one company/device/software get an edge on the competition?</p>
    <p class="style1">Some
of them do it by making you think you've just got to have it to keep up
with "top producer A" and "#1 engineer B!" I say, "believe what they
say if you wish" but I've usually made the choice to try the simple
before going with the complex. Understand, that's just me. If you
really have to have "high-end gear X" to complete your project the way
you want it completed, then you need "high-end gear X." Let's say your
result is a #1 song. Does that mean that everyone else who wants a #1
song has to have "high-end gear X?" I'd argue no to that.</p>
    <p class="style1">When
someone asks me what equipment/software I use, I hesitate to say.
That's because, while it works for me, it might be totally unusable for
you. You might be going for a completely different sound than I could
ever get with my setup. I will say that I've recorded some great stuff
with talented musicians/singers, a very simple multi-track audio
editing program, a four year old computer and a $200 quad capsule USB
mike. No studio, just a room with carpeting. It's one of those "better
to record magic however you can when it happens" things. Forcing magic
to occur in a specific location at a specific time is very rare, as
proven by the limited number of albums that have nothing but gold on
them. And this is after many decades of recording.</p>
    <p class="style1">As
for the cost of software/equipment, as I said above, there's lots of
older (not ancient) equipment out there that needs a new home. And the
"software of yesterday" was used by many people "yesterday" to make the
music you hear today. I'm not saying this is the case with you, but
many potentially great composers use lack of equipment/software as an
excuse to not move forward and take a chance. </p>
    <p class="style1"><strong>The cost of software/equipment/plugin's/virtual instruments/etc.</strong>
I personally think that the bulk of those downloading "illegal"
software are merely curious and never actually use the software to
produce a final commercial product. I certainly hope that if they do
use it to produce something that sells they do the right thing and pay
for the software. Else, one day there will be no such software. I get
many emails from people like you who want to learn this stuff but have
no means to get the basics to get started. I've been there myself (in
the days before cracked software, too). But, it was <strong>really</strong>
important to me at the time, and I saved so I could buy just a few more
notes of polyphony in my setup. I was lucky, too, to have a brother who
shared my interest and bought some equipment himself.</p>
    <p class="style1">With
the advent of the internet and the ability to find like-minded souls, I
might suggest that you try to form a local organization that would pool
resources to purchase some decent equipment/software that each member
has the right to use for a certain percentage of the time. If it were
four people, each person could have full use of the equipment for one
week out of each month. It's really no different than the days of
renting studio time. One big plus is you won't waste a lot of time
getting down to working on your projects if your "studio time" is
limited. </p>
    <p class="style1">MIDI terminology can be very confusing. Search for on-line articles that explain different aspects of it. <a href="http://www.midi.org/"> www.midi.org</a>
has a wealth of information about the MIDI ("Musical Instrument Digital
Interface") standard. It's the home of the MIDI Manufacturers
Association.</p> ]]>
        
    </content>
</entry>

<entry>
    <title>Help For A Freshman Music Composition Major</title>
    <link rel="alternate" type="text/html" href="http://bpmusic.com/getting_started_composing/2009/02/help-for-a-freshman-music-composition-major.html" />
    <id>tag:bpmusic.com,2009:/getting_started_composing//1.4</id>

    <published>2009-02-11T22:55:23Z</published>
    <updated>2009-02-11T23:01:28Z</updated>

    <summary>I&apos;m a Freshman on a Music Composition degree. I have had great interest in writing music for video games for about three to four years. I am unclear about a few things. First of all, we both know that in...</summary>
    <author>
        <name>Bobby Prince</name>
        
    </author>
    
    
    <content type="html" xml:lang="en-US" xml:base="http://bpmusic.com/getting_started_composing/">
        <![CDATA[<blockquote><span class="style1">I'm
a Freshman on a Music Composition degree. I have had great interest in
writing music for video games for about three to four years.</span><br /></blockquote><span class="style1"></span><span class="style1">
            <br /></span><blockquote><span class="style1">
I am unclear about a few things. First of all, we both know that in
order to get started in this industry, one needs contacts or
references. A person's name needs to get around quite well in order for
an opportunity to make its way back. I'm stumped at how to get my name
around. You suggested visiting the GDC and talking to as many people as
possible, mentioning my name whenever I could. I'm taking this into
serious consideration. Also, I'll be visiting a Music Educator's
conference at which time I will try to speak with anyone I can about my
situation.</span><br /></blockquote>
<br />
      
    
    <p><span class="style1">The
best way to get one's name around as a composer is to write some music
that catches people's interest. Nowadays there are many ways to get
music out for free and to the world. YouTube would be the most obvious.
There are also sites that allow you to upload and sell your music. You
can give it away for personal use. What do you have to lose? You might
even catch the attention of some music directors who are looking for
new stuff for television and/or movies.</span></p>
    <p><span class="style1">It's
highly unlikely that just because you've met someone, even on several
occasions, they will think of you for music unless they have heard your
music.</span></p>
    <p><span class="style1">Write a song that gets
several hundred thousand downloads, and I'll bet you'll hear from
someone wanting to use it for some commercial venture.</span></p>
    <table width="80%" align="center" border="0" cellpadding="0" cellspacing="0">
      <tbody><tr>
        <td class="style1"><blockquote>Basically,
I feel like I am wasting my time by not doing anything about my goal. I
really, strongly believe that I can bring something exciting,
rewarding, and new to the electronic gaming composition table. It's
just getting started that is the problem.<br /></blockquote>
            <br /><blockquote> If you
have any advice at all...ANYTHING...that would help a young beginner
(that you didn't mention in your article on your website), I'd
absolutely appreciate it. Anything concerning how to get my name out
there, what software or equipment I should become familiar with, and
who I should consult would be extremely helpful. </blockquote></td>
      </tr>
    </tbody></table>
    <p class="style1">The
way to not waste time is to use all the time you've got to get ready
for opportunities that will come along. It's a "build it and you'll be
ready when they come" kind of thing. As I said above, write a song a
week -- good, bad, beautiful, ugly -- doesn't matter. It will teach you
to use the software and your ears to write better and better stuff. It
will also give you something to laugh about six months down the road
when you listen back to it.</p>
    <p class="style1">As for
equipment, that depends upon what instrument(s) you're comfortable
with. I use a very small keyboard for most of what I do. A basic USB
interface. With software like Sonar and some of the basic software
synths, one can do wonders. The many thousands of dollars of outboard
equipment I used to use is a relic of the past. This brings up a point
for those who cannot afford the software samplers.</p>
    <p class="style1">I
would almost bet that you could go to someone with a studio full of
hardware sound generators, basic mixing boards, etc. and take them off
their hands for free. They hold onto them because they don't want to
throw them in the trash. I'd bet they'd love for that equipment to have
a new home.</p>
    <p class="style1">Why should you use hardware
equipment with all the virtual stuff that's available? Well, if it's
free or dirt cheap, why not? A huge plus is that it will give you the
opportunity to learn more than the very basics about MIDI. When you
have to wire all this stuff up, you learn a lot about things other than
wiring. So it's not wasted knowledge.</p>
    <p class="style1">And
you'll have the "warmth" of analog by patching all that equipment
through an analog mixer :-) [This is an attempt at a joke because I've
always believed that the "warmth" folks claim to miss with all digital
recordings is merely the noise that's inherent in analog equipment.
I've run experiments by adding noise to a digital recording and my
"analog is warm" friends never fail to pick my "analog" version :-)]</p>
    <p class="style1">Since
you are in school, maybe you can use a school computer that has
different musical production software on it. Spend all the time you can
learning that software. Whatever you get comfortable with will serve
you well even if you end up changing to another brand of software. The
lessons I learned on a pattern based MIDI sequencing program
("Texture") came in handy when I started using Cakewalk and Sequencer
Plus Gold. And I continue to use those lessons today.<br /></p> ]]>
        
    </content>
</entry>

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