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#1

Need musical help

Archive: 20 posts


I'm currently trying my first music level (not so much a level as an add on for a level) of the Pirates of the Caribbean "He's a pirate" song. (The one pretty much everyone knows)
But currently I'm stuck using the electric triangle sound.. because frankly, they are are terrible when you're looking for a violin noise.
Does anybody know of any sounds that are not in the "Musical" sounds, but are short, and sharp, that could possibly be used? eg Gunshot.

Another note: if there is anybody with music level experience out there a bit of general advice wouldn't go a miss
Here's how the level looks at the moment, and it looks WAY too complicated.

http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0400.jpg
http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0401.jpg
http://i282.photobucket.com/albums/kk251/Pinchanzee/DSCF0401.jpg

Is there anyway to optimise its performance?
Is there any specific structure you recommend I use for a music level?
Any general tips?

All help much appreciated
Thanks
2009-04-17 19:32:00

Author:
Pinchanzee
Posts: 805


You could use metal impact at a high pitch.. it may sound a bit non-toned though.
I am currently working on a MIDI recorder, where you jump on keys on a piano and it records each note and plays it back to you.
2009-04-17 19:35:00

Author:
DanC
Posts: 433


You could use metal impact at a high pitch.. it may sound a bit non-toned though.
I am currently working on a MIDI recorder, where you jump on keys on a piano and it records each note and plays it back to you.

The thing is, They all need to have a different tone at a high tone, so I'll need to see if the modifier can take it..

MIDI recorder? For LBP?
Do you mean they stockpile up?
Or you just jump on it then it repeats it?
Thanks
2009-04-17 19:46:00

Author:
Pinchanzee
Posts: 805


You play the piano, it records each note in sequence, and from there you can manually edit each note's pitch (via pull switch and lots of emitters) and the speed the thing plays at, stop, start, reverse, erase last note & add note, add random note & export as a final product so you can capture it in edit mode and use it in your levels.2009-04-17 19:49:00

Author:
DanC
Posts: 433


That sounds headwreckingly complicated trickster
I wish you luck with making a MIDI recorder! I've made a few music levels based on loops, maybe you'd be interested in my Music in the Kitchen level, check out the thread to know more... it's in my sig.

Pinchanzee, I like the way you've laid out the Speakers on the moving "player", this means you can just plot down all the magkey's you need.

Would it not be easier and more accurate to do away with the cardboard blocks, just have one big piece covering the background and place your magkeys directly onto it.

Just use the grid to measure the rhythm accurately, use the medium grid to do notes ON the beat, and small grid for any notes on a HALF beat... Does that make sense to you. You could be better off doing it the way you've started though if it makes more sense to you.

I also suggest you check out Deboerdave's music players! They're done in a completely alternative way (on big wheels). He's also devised a very slick way of having the music follow the player anywhere in the level, its really quite clever but not without flaws. He has one that gives a tutorial on how to make it follow the player, check it out whether you'd employ this or not

I hope this helps man and wish you luck in making lbp music! When I have time I'm gonna compile all the great original and cover music levels into a recommended thread.
2009-04-17 20:17:00

Author:
Pitcard
Posts: 779


Jeez Pitcard, you always seem to be saving my bacon ^_^
In future I should just come directly to you for help

I kinda understand what you mean about the beat bit.
I'll consider making it one big block, I've used the grid to make the smaller blocks, so it shows a clear jump between the notes while I'm making it (easy reference), but when it cames to compiling it to fit in the level, i'd make it all into one
The main problem is just the notes to be honest =
If I could get them sorted maybe then I could run on something that sounded half like the song xD

Thanks for the help
Grid for the beat notes should be helpful
2009-04-17 20:28:00

Author:
Pinchanzee
Posts: 805


Well I've spent hours toying with music loops... round n round n round... harrowing at my sanity @_@

So its no bother really, just ask if you run into problems. Ye I actually worked with individual blocks, and used small grid for everything. If you wanna turn it into ONE big piece with all the keys on it... it won't work if you simply fill in the gaps, I think most of the keys just disappear.

I just found that if you use individual blocks, you HAVE to stick with the grid ALL the time, or things might go out of timing...

Are you working off a tab/score of the actual song?? The best way to do this is, note all the different music notes that occur in the piece, lay them all out as seperate blocks (in order) this'll be your range. Since you have all the notes on the "player mechanism" you should lay them out in order, from the lowest at the bottom, to the highest at the top.

Should make things a bit easier to work with Do you play any instruments man?
2009-04-17 20:40:00

Author:
Pitcard
Posts: 779


The only musical instrument I've ever been good at is the keyboard...
The computer keyboard...

I thought about writing it all in notes form, but I really have no idea how
I'm just going on guess work, I'll try to look up the music sheets.. but ye, just riding on guesswork xD

Well, the songs really fast, so I'm not having trouble with timing with the grid If I made a mini timing error nobody would notice because it's too fast to distinguish xD (I think/hope)
Thanks again
2009-04-17 20:43:00

Author:
Pinchanzee
Posts: 805


Sheet music might be very confusing if you're not too familiar with reading it... :S

Unless you want to go through the trouble of figuring out all the notes on the stave... then transposing them to lbp.

Basically, when you first go to edit the pitch of an instrument, the middle not is C.

the entire scale goes:

C, C#, D, D#, E, F, F#, G, G#, A, A#, B, C

#=sharp, its basically a semi-tone between two tones
You'll notice that there is NO SEMI TONE between "E & F" and between "B & C"

it just repeates as the octaves get higher/lower.
So when you wanna know what note's what (without guessing by ear) use the D-pad when tweaking, and count up the notes. This should help if you learn the notes of the stave.
2009-04-17 20:52:00

Author:
Pitcard
Posts: 779


So when you wanna know what note's what (without guessing by ear) use the D-pad when tweaking, and count up the notes. This should help if you learn the notes of the stave.

Haha, most of that post went WHOOSH
But I didn't know they went up by notes!
I've been using that xD
Thanks very much! VERY helpful knowing that
2009-04-17 20:55:00

Author:
Pinchanzee
Posts: 805


I might have a crack at using it 2009-04-17 20:58:00

Author:
CreateNPlay
Posts: 1266


I might have a crack at using it

Using what..?
2009-04-17 21:04:00

Author:
Pinchanzee
Posts: 805


The musical system in LBP along with some sheet music.2009-04-17 21:06:00

Author:
CreateNPlay
Posts: 1266


the entire scale goes:

C, C#, D#, E, F, F#, G, G#, A, A#, B, C

#=sharp, its basically a semi-tone between two tones
You'll notice that there is NO SEMI TONE between "E & F" and between "B & C"

it just repeates as the octaves get higher/lower.
So when you wanna know what note's what (without guessing by ear) use the D-pad when tweaking, and count up the notes. This should help if you learn the notes of the stave.

you left out D oops
2009-04-17 23:09:00

Author:
deboerdave
Posts: 384


hi got your message. First i would recommend playing through my level called music follows player demo (or something like that. it should be easy to find if you search my psn: deboerdave.) here it tells the basics for how i got the music to follow and can hear/see it in action. Also half way through you can see the wheels i used to make the loops. the visible one is for the first song i made, since then i have made a more advanced wheel with more switches and near perfect spacing, which i could give youif you want to try using the wheel method, as it was time comsuming to build and put all the switches on with the right spacing. i dont use all the switches on the wheel but have just set up for ease of adding notes to the appropriate timing spot. so if you want that let me know in a pm and can add me to your friends list.

But anyways i think you should check that level out first then get back to me with any questions you have to help you out rather me just rambling on about some of my techniques.

Also check out my golf level to see the follow music in action, in more of a regular game setting.

i have a mic so if you add me and you have mic too i could give you some advice that way and show you some things have worked for me
2009-04-17 23:27:00

Author:
deboerdave
Posts: 384


Heh yeah I noticed that D... I corrected it when I was pm'ing Pinch but I'll edit my post incase anyone gets mislead. Might check out your golf level dave, has it got new music??2009-04-17 23:30:00

Author:
Pitcard
Posts: 779


I spaced out your pictures because it was stretching out the page Pinchanzee, hope you don't mind. 2009-04-17 23:30:00

Author:
Whalio Cappuccino
Posts: 5250


Heh yeah I noticed that D... I corrected it when I was pm'ing Pinch but I'll edit my post incase anyone gets mislead. Might check out your golf level dave, has it got new music??

yeah the golf level has new music i was in middle of making a new music piece when i saw that that golf contest came out. So it is new but was plannning on adding some lead tracks to it so the Golf level is just a new beat but i like it
2009-04-18 03:00:00

Author:
deboerdave
Posts: 384


Golf contest? o.O2009-04-18 13:52:00

Author:
SawronZXZ
Posts: 463


Hey Pinchanzee, I'm not sure if it will help... but if you play my Mario level, I have an item int here that you might want. it has every note on piano high, and piano low with it's corresponding place on the staff stickered onto a block with the speaker.

this is what i used to make the custom music in my mario level. the notes are 100% correct, i promise you. it also includes the "sharp" notes shown by a # sign. it took a lot of time and effort and research to get it right, and i'd love to see it get some use from someone other than me.

heres a tip: the "piano high" notes are played with the right hand, and the "piano low" notes are played with the left. when looking at piano sheet music, the left hand is on the bottom, the right hand is on the top.

the highest note in the "piano low" is the same note as the lowest note in the "piano high" therefore if the notes on the staff go below what you can do with the "piano high", or above what you can do with "piano low" then you can just count how many places up or down, and use the corresponding note on the other side.

some musical theory is useful, for instance a D flat (looks like Db) is the same as a C#. (on a staff it makes more sense. it could be a B flat...) anyway, you should be able to listen and tell which it is.

the collectable object is found at the end of the level after you jump on the "POW" thing, you'll find it by climbing the beanstalk. let me know if it helped!
2009-04-19 13:57:00

Author:
TJapan
Posts: 225


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