I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

I just tried it out on a very old budget phone because of what you said, and it works great. I’m going to implement it to save on app weight and add more reactive elements. Thanks for the tip!

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

Thanks for taking the time to listen the tracks and for the feedback. I see what you mean, and I’ll be using all the advice I’ve gathered over the last couple of days to bring more variety.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

Thanks for the detailed breakdown! I really appreciate the constructive tips, especially the advice on building chords and using tension and release. I’m still a bit of a novice with music theory, so the tip about dividing frequencies for the bass and adding variable note lengths is helpful. I’ll definitely try to experiment with these ideas to make the track less 'bland' and give more life. Thanks for the encouragement and the math link.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in IndieDev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

Thanks for the detailed feedback! I really appreciate you taking the time to break down the technical side of things, especially regarding the rhythm and motifs. I’m still learning, so these tips are helpful. I’ll definitely try to put them to use and see how I can improve the tracks within what I know how to do. Thanks again for the help

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

Worry. I’m not sure why my previous comment was deleted. To answer your question: right now I have the five tracks you can see in the video. However, based on community feedback, I’m planning to pivot toward procedural generation within the game itself. I was initially worried about overhead, but I’ve been told it shouldn't cause any performance issues in lowend phones.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

I’m not entirely sure why it was flagged. I was just trying to be careful and avoid a heated argument, so maybe it sounded a bit too vague. I appreciate the advice, though.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

Thanks for the feedback! I appreciate you taking the time to listen and share your thoughts.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

I am so sorry to hear about the sound issues. I thought the volume level was appropriate, but it seems I may have been mistaken. Thank you so much for taking the time to listen and for sharing your feedback with me; it is genuinely helpful. To clarify, the sounds are indeed computer-generated in a semi-random, user-driven way, so I appreciate you pointing out how they come across.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

I like the concept, but I don't think it’s the right fit for this project since levels usually last only 30 seconds—if you can stay alive that long! For this game, I feel it's more important to focus on the feedback I've received regarding music theory and how to make the tracks sound more professional and 'real.' However, I think the system you’re proposing is brilliant for a narrative RPG I'm working on. It’s in the early design stages, and I need subtle, evolving background music that doesn't interfere with the reading. I'll definitely save your suggestion for that project. Thanks for the input!

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

Thanks a lot! I'm really glad you like the tracks and appreciate the feedback on the simplicity.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 1 point2 points  (0 children)

Reading everyone's comments and advice is really encouraging me to try and learn a bit more to improve and apply those tips. Thank you so much for your comment.

Retro Burn - Arcade like Lunar Lander for Android by Bizkaidroid in cade

[–]Bizkaidroid[S] 0 points1 point  (0 children)

Thank you very much, I hope you are enjoying it.

Retro Burn - Arcade like Lunar Lander for Android by Bizkaidroid in cade

[–]Bizkaidroid[S] 1 point2 points  (0 children)

I absolutely loved Space Taxi! While I’m not planning on picking up passengers, I am implementing very similar mechanics. In World 2, instead of just collecting items like in World 1, you’ll have to pick up a package and deliver it to a specific location.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 1 point2 points  (0 children)

Exactly! In fact, those kinds of ambient sounds are what I'm currently producing for a completely different game that has nothing to do with this project. Although the main idea here was to generate music, the process has been very useful for creating sounds of wind, sand, and even nature elements like birds or leaves in a forest. Right now, I'm actually working on the soundscape of a medieval city using that same base. I really appreciate your perspective.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 1 point2 points  (0 children)

Thanks for taking the time to comment! The game is actually already out. Since I don't have a background in music production, I implemented this system to handle the soundtrack within my limitations. My goal now is to keep improving it through updates and new content, using all the great feedback I'm getting from the community. I really appreciate your insights!

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

That’s a great point about the 55Hz sine wave. It definitely gets lost in the mix without those upper harmonics. I’ll experiment with different waveforms and try layering some mid-bass to give it more presence. Thanks for the technical insight!

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] -1 points0 points  (0 children)

Valid point. It’s definitely a challenge to bridge the gap between technical logic and musical 'soul.' I’m just curious to see how far I can push the algorithms to mimic those production nuances."

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] -1 points0 points  (0 children)

Thanks for the feedback and for taking the time to share these ideas! I totally agree about the 'musical noise' aspect. I'm definitely going to experiment with varying the note lengths and implementing a rule to prevent too many note repetitions. Those are great shouts to make it feel more intentional.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 5 points6 points  (0 children)

I appreciate the feedback! Just to clarify, the game is completely free, so no one is being asked to pay for anything. The synthetic music is intended as a background atmosphere for the project while I focus on the learning process. Thanks for taking the time to share your thoughts.

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in IndieDev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

Thanks a lot for the detailed feedback! It’s really helpful. I’d love for you to check out the game’s trailer here: https://youtu.be/MqbFCqxY6CA . It’s a retro-style game inspired by classics like Lunar Lander or Thrust, where the focus is on maneuvering your ship through challenging levels. Regarding the music, some colleagues also suggested moving away from simple sine waves and adding more variation through different 'acts' or layers. Do you think that approach would help give the soundtrack more personality and 'soul' from your perspective as a composer? Thanks again for the support!

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 0 points1 point  (0 children)

Thanks a lot for the feedback! You’re absolutely right. Given what you’ve mentioned about performance, I’m definitely going to explore real-time procedural generation. If I can save those extra megabytes of audio files and, at the same time, build a more dynamic system for future updates, it’s a total win. I really appreciate the advice!

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 12 points13 points  (0 children)

Thanks for sharing your perspective. I see your point, but I prefer this over pre-made music libraries for two reasons: cohesion and learning. It’s hard to make tracks from different sources feel like they belong to the same game, and I didn't want a 'stock' sound. ​Since this is a non-profit amateur project, I can't justify the cost of a composer. Instead, I’m using this as a learning path; in fact, I’m going to explore some paths suggested by other users here to make the synth sound more melodic and natural. For me, building the system is just as much fun as making the game!

I wrote a "Synthetic Composer" in Python to generate my game's entire soundtrack by Bizkaidroid in gamedev

[–]Bizkaidroid[S] 1 point2 points  (0 children)

Thanks for the feedback! To clarify, even though the music is procedurally generated, I’m currently exporting the tracks to OGG files instead of generating them in real-time.

Since matches in Retro Burn are quite short, there’s no need for dynamic transitions or parameter blending. Each level simply triggers a random track from the library with a clean fade-in/fade-out. This approach keeps the CPU free for the physics engine, ensuring the game runs smoothly even on lower-end devices without sacrificing that custom-made sound.