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When making lbp music, how does your thinking go?
Archive: 13 posts
I have been trying to get into making the Littlebigplanet 2 music because it is just that much cooler when you do it yourself. I think it would be a good idea to write down how your thinking goes when making them. It would help me and may other people. As for me so far (I haven't finished a song yet), I usually start out going to my real piano or keyboard. I will mess around with it, trying to get something that will sound good as the bass part or just something playing repetitively. Then I will go back to the piano and sound something out that is a bit more melodic and put that in. After that I will go into the hardest part and make a full fledged melody where it doesn't just repeat. Lastly, I will go back in an add ambient noise. Granted I haven't tried the whole process yet, but it seems good. | 2011-01-26 19:03:00 Author: Unknown User |
I usually start with a melodic bassline, avoid making it sound repetitive, then start writing the melody over the top. | 2011-01-26 22:07:00 Author: Unknown User |
Any ideas on how to stretch a string-like instrument across two patterns without having it to start over (noticeable when it has a sharp attack) with a new note in the next pattern? Or can you change pattern length and I didn't get the memo? | 2011-01-27 10:16:00 Author: Antikris Posts: 1340 |
My thinking usually goes, "Man I wish this music editor was better quality, and that we had better sounds! What are people with absolutely no musical skills to do with this if those of us with them are having a hard time making anything decent?" | 2011-01-27 19:32:00 Author: Rustbukkit Posts: 1737 |
I play a song on the guitar and then transcribe it note for note into the sequencer. Thats how i've always done it. Contrary to popular belief (I think??) I cannot play piano or read music. All the songs that I make are directly lifted from what I play on my Guitar. | 2011-01-27 19:39:00 Author: Mr_T-Shirt Posts: 1477 |
Any ideas on how to stretch a string-like instrument across two patterns without having it to start over (noticeable when it has a sharp attack) with a new note in the next pattern? Or can you change pattern length and I didn't get the memo? I believe you can and I haven't tried yet so I'm not sure how. But I was looking at someones Tron song in create mode and one of his instruments was stretched out for two measures. | 2011-01-27 19:41:00 Author: Krondelo Posts: 136 |
Any ideas on how to stretch a string-like instrument across two patterns without having it to start over (noticeable when it has a sharp attack) with a new note in the next pattern? Or can you change pattern length and I didn't get the memo? First of all make sure you've tried extending the length of the 'block' to its maximum length (or less, if you don't need that much). You can do that once you've selected it with by pushing the left stick right (or up - I think it's right though, not up..). If that's still not enough, you can try having a second 'block' underneath the first one, but move it forward (ie. halfway across the first block) and make the note crescendo (slowly raise in volume) so that it's not noticeable at first, but creates as smooth a transition as possible once the previous note finishes. (to make a crescendo just click on the starting ball of the note and make it really tiny with the right stick, then click on the end of the note and make it bigger) Hope that made sense/helps My thinking usually goes, "Man I wish this music editor was better quality, and that we had better sounds! What are people with absolutely no musical skills to do with this if those of us with them are having a hard time making anything decent?" If you're having trouble getting the sounds to sound good, try adding reverb if you haven't already. A little reverb can go a long way Also don't forget that once you've added reverb (by pressing square on the music sequencer to change its parameters and add reverb/change the type of reverb), you then need to dictate when you place an individual block of music that it should 'use' a specified percentage of the reverb (press square on the block of music to edit its parameters). You can also highlight a bunch of blocks and edit all their parameters all at once (but I think that only works if all the blocks you selected have the same parameters to start with, which they should if you haven't yet done anything to them). Also, try fooling around with the sounds. ie, I've found the Bass instrument has a neat sound in the upper ranges (where a Bass couldn't actually play if it were real). So fool around with the sounds, seeing how they sound up high, low, etc. And fool around with reverb (and Echo). Aaaaand of course remember you can change the instrument sound a bit by clicking on an individual note and holding the right stick right. | 2011-01-27 20:32:00 Author: hilightnotes Posts: 1230 |
First of all make sure you've tried extending the length of the 'block' ............lay if it were real). So fool around with the sounds, seeing how they sound up high, low, etc. And fool around with reverb (and Echo). Aaaaand of course remember you can change the instrument sound a bit by clicking on an individual note and holding the right stick right. All great advice, and all things I'm very familiar with. Unfortunately, I just mean the quality of the sounds in general... and having more ability to do things like change the time signature, better delay tweaks etc. I did some nice stuff in the beta, and was hoping to do the same in the full game. To be honest, my mind got blown last night when I put 3 instruments on the sequencer and the thermo went to almost full. I added a 4th, and the level overheated! Ridiculous! I was pretty shocked to say the least. Oh... and no.... there was nothing else in the level at all. | 2011-01-27 20:42:00 Author: Rustbukkit Posts: 1737 |
All great advice, and all things I'm familiar with. Unfortunately, I just mean the quality of the sounds in general... and having more ability to do things like change the time signature, better delay tweaks etc. I did some nice stuff in the beta, and was hoping to do the same in the full game. To be honest, my mind got blown last night when I put 3 instruments on the sequencer and the thermo went to almost full. I added a 4th, and the level overheated! Ridiculous! I was pretty shocked to say the least. Oh... and no.... there was nothing else in the level at all. It depends on what instruments you use. I think the ones coloured in light blue were made separately or something - if my memory serves me correctly I saw that in an interview or trailer... - but anyways, technically they're 'higher quality' and require more memory. At least that's what it seems to me. EDIT: It's the ones in white I meant, not blue, sorry! While I agree better quality sounds is always something to wish for, the sounds aren't half bad. Like I said, experiment with the sounds, and you might find that certain instruments work well together to make a nice mix. Also, the echo is quite flexible - maybe you already know this, but just in case: you can edit how quick the echos are in the overall parameters for the music sequencer. You can also edit how long the echo lasts there. Time signature can be changed by lengthening or shortening the blocks of music. You can easily get 2/4, 3/4, 5/4, 6/4. The one thing I'd say I'm really bummed about is the lack of being able to do proper 16th notes or triplets - granted you can fake them by raising the tempo a ton, but then you have a limit of 120bpm if you're using 16th notes. But yeah, experiment with the sounds more. Some instruments I like because they have a richer sound than some others are the' harp, bass in its upper ranges, glockenspiel in its lower ranges, and the ray gun which has a really thick sound in its low ranges. | 2011-01-27 20:54:00 Author: hilightnotes Posts: 1230 |
It depends on what instruments you use. I think the ones coloured in light blue were made separately or something - if my memory serves me correctly I saw that in an interview or trailer... - but anyways, technically they're 'higher quality' and require more memory. At least that's what it seems to me. EDIT: It's the ones in white I meant, not blue, sorry! While I agree better quality sounds is always something to wish for, the sounds aren't half bad. Like I said, experiment with the sounds, and you might find that certain instruments work well together to make a nice mix. Also, the echo is quite flexible - maybe you already know this, but just in case: you can edit how quick the echos are in the overall parameters for the music sequencer. You can also edit how long the echo lasts there. Time signature can be changed by lengthening or shortening the blocks of music. You can easily get 2/4, 3/4, 5/4, 6/4. The one thing I'd say I'm really bummed about is the lack of being able to do proper 16th notes or triplets - granted you can fake them by raising the tempo a ton, but then you have a limit of 120bpm if you're using 16th notes. But yeah, experiment with the sounds more. Some instruments I like because they have a richer sound than some others are the' harp, bass in its upper ranges, glockenspiel in its lower ranges, and the ray gun which has a really thick sound in its low ranges. Made seperately and cost more thermo you say? Interesting. Not to sound like a jerk... but... kind of a fail if you ask me. I've not heard any sounds that seem that they should be such high quality that they take up any more space than the other sounds sharing the library. I'll have to check the colors, because I know one specific drum block I added sent the thermo through the roof. I've got tracks in the beta that are pretty complex and chock-full of different instruments, and this new attmept just has me completely astounded. I have a quick video I shot showing the difference, I'll post a link once I get around to posting it. I think even you will be surprised. As for the other stuff, I've mucked around with it enough. I just think this tool ought to be more user friendly for those who aren't musicians like we are, and giving them a 3/4 time (etc.) template would be really easy to add. I have to admit that the echo needs a bit more of my attention. It just seemed that I couldn't control the volume or decay rate enouh for my liking. Perhaps I'll play with it a bit more. What I'm really hoping for is less techno instruments. I love those sounds, but we need instruments that are more natural sounding too. Cheers! | 2011-01-28 01:01:00 Author: Rustbukkit Posts: 1737 |
Well what I do is just brainstorm. First I make a beat, then I just place random notes on the keyboard or anything that stands out. Then for some reason it always turns out good. I randomly placed notes and it happens to be my friend and my favorite song. | 2011-01-28 02:21:00 Author: donta133 Posts: 182 |
anyone have any recomendations on what to do if you have zero music skill or experience but you REALLY want to make music in LBP2? D: | 2011-01-28 02:32:00 Author: Bernkastel Posts: 127 |
Made seperately and cost more thermo you say? Interesting. Not to sound like a jerk... but... kind of a fail if you ask me. I've not heard any sounds that seem that they should be such high quality that they take up any more space than the other sounds sharing the library. I'll have to check the colors, because I know one specific drum block I added sent the thermo through the roof. I've got tracks in the beta that are pretty complex and chock-full of different instruments, and this new attmept just has me completely astounded. I have a quick video I shot showing the difference, I'll post a link once I get around to posting it. I think even you will be surprised. As for the other stuff, I've mucked around with it enough. I just think this tool ought to be more user friendly for those who aren't musicians like we are, and giving them a 3/4 time (etc.) template would be really easy to add. I have to admit that the echo needs a bit more of my attention. It just seemed that I couldn't control the volume or decay rate enouh for my liking. Perhaps I'll play with it a bit more. What I'm really hoping for is less techno instruments. I love those sounds, but we need instruments that are more natural sounding too. Cheers! Actually I did in fact have a similar problem with the acoustic drum kit. It's possible for some reason that one also takes up more thermo.. or maybe it's some sort of glitch. Not to sure. Anywho, yea I do understand the issues you have with the music sequencer, and I agree to a certain extent. But some things just wouldn't be possible in the game without allocating a ton more memory. For example, as awesome as it would be to have more natural sounds such as orchestral stuff, to get good sounds of that sort would take up a ton of memory. | 2011-01-28 02:38:00 Author: hilightnotes Posts: 1230 |
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