Being present in the moment is such an essential part of every great adventure, and how better to be present than to focus on your breath, your intentions and the natural world around you. Xavier Rudd captures this essence with a calming reflection on following the sun and the wind.
Are you ready to be back on the mountaintop at ACE Adventure Resort this summer? Mountain Music Festival 2024 dates are set for May 31st-June 1st and we are super excited for our tenth year of hosting our party on the mountain. We have always worked hard to bring exciting entertainment to the MMFest stage and this year will not disappoint. Two days of camping and music with your best friends is how we like to kick off the summer season here in the New River Gorge, WV.
One of my favorite parts of Universal/Islands is the music played within the parks. Universal generally plays music from the movies that they feature within their park. Islands takes things to an entirely different level by having their own soundtrack for each of their six islands. I have been on a search for the music from within the parks for years. I wanted to have that magical feeling while away from what I consider to be my second home, but I found little to nothing on the Internet for help. Recently I dug a bit deeper to find out some information regarding the music played at Islands of Adventure.
Photos may make you recall your trip, mementos bought in the park may remind you of your favorite ride, but the music makes you feel as though you are walking island to island without a care in the world.
Tails, like Sonic, has rock music that is almost as driving and courageous as Sonic's, but not entirely. Most of his level music has a kind of "arena-like" rock sound, with a really melodic riff at the centerpiece:
Knuckles, oddly, boasts pure hip-hop and rap in his music. Almost to highlight Knuckles' intelligence, most of the lyrics deal with things that are currently happening, almost as if the narrator is reading his thoughts. Also, as an aside, his level music is fucking AMAZING. I would want to hear more shit like Aquatic Mine
----FREE to use in any kind of commercial/non commercial project. :D----
(just don't resell and claim it as your own work)
This music pack contains 10 loopable tracks with over 15 minutes of legit 8-Bit/NES Style Chiptune Music ready to be used in any kind of Retro or Pixel Art game (2D Platformer, RPG, Action Adventure, Metroidvania, Mobile Game and so on).
a) Individual files containing segments of the music tracks: Intro, Loop and End.
b) The entire music tracks with precise descriptions of the loop points in seconds.
(Don't forget to read the manual included in the package).
Thanks for offering this wonderful music for free. We use two of your songs in the upcomming Roguelike Deck-building game Punk Rock Samurai, which is currently in late alpha/ early beta testing. Feel free to test it at -Rock-Samurai/main/index.html
This is so awesome! I was looking for 8 bit music and I found this! I'm using this in an TTRPG I'm running and I can't thank you enough for making it accessible for free. I left you a payment as a thank you. I really appreciate you!
I love this asset pack so much! I love all of the music. I love the beginning of prepare for battle as it reminds me of shovel knight. Even if I'm not using this for a game, I still listen to the music as a background music. This soundtrack actually inspired me to make a Zelda inspired top-down game as well! You are very talented and I encourage you to keep doing what you do :D
Is there any possible way to access the music files without downloading/opening the .rar file? I don't have a way to open the .rar file (for complicated reasons-). If not thats okay, thank you! Love the music :)
I don't have my own personal email being 13 and all. Would a secret url work for you? Basically creating a new restricted project with the files and sending me a secret url here then deleting it once I reply. My situation is super dumb and probably won't make sense. It's totally okay if you don't want to send the url or if I don't get the music zip. I'll leave a rating though because this is good music!
But I think "video game music" can be an appropriate term for the 8-bit and 16-bit console compositions. After all, what genre would you call the Super Mario Brothers soundtrack? So much of those songs are defined by the software limitations, crafted into being to work on those specific machines.
I mean, it's video game music. This specific brand is identifiable by its 8- or 16-bit sound quality. It's deliberately designed to make you feel like you're in a jungle, or a dark cave, or a haunted pyramid, or a mechanical city, using a limited range of notes. There's a beauty to it.
...or at least that's what Wikipedia pins Dreams Come True as, and for all intents and purposes Sonic 1 and 2's music is really just Dreams Come True music. Like even beyond Nakamura being part of the band, quite a few of the tracks very blatantly reference DCT songs - even outside of the outright intended one, Sweet Sweet Sweet in S2's ending.
I'm not a big fan of heavy usage of synthesizers throughout the entire game (Like you know, Sonic Forces) but if we are talking something like Julien-K or even some of Shadow's SA2 songs I would be open to that. As for music in the classic games I think the US soundtrack for CD is worth mentioning (tracks have a really unique feel and hugely add to the game's atmosphere) as well as Jun Senoue's work on Sonic and Knuckles. I have heard some guitar remixes of Sonic and Knuckles music and it actually works pretty well.
David Michael Tardy composed this adventure track in a completely opposite direction. It has a strong noble and heroic character, lush and emotional chords and melodies, and an overall very grand vibe.
Use these reference tracks for motivation and inspiration if you like, and take my guidelines for writing emotional music with you. But remember, guidelines are not rules. You always have ultimate creative freedom as a composer when creating your music.
Intensifying, moody orchestral tunes set the landscape behind the first arc of Jojo and they nicely accentuated the ridiculous, over-the-top and dare I say, bizarre adventures of Jonathan Joestar.
Earlier, I said Part 2 reflects change but Stardust Crusaders really feels like a totally different beast, and the music also definitely helped emphasized that feeling of change. Instead of fighting his opponents with energetic dubstep, Jotaro now beats his opponents with cool, jazzy soundtracks in the background, befitting his cool, stoic demeanor-which really brings a swagger to the anime unlike any other.
Music composer, Living Force is proud to present The Warlock's Tomb Fantasy Adventure Music Pack! This is an asset pack that contains 17 instrumentals geared towards the world of fantasy, adventure, and villainy! The pieces all contain a fade-out and are loopable for desired cut scenes, action sequences, and transitions for your projects.
EmailWhat best describes you?Select...Audio Director\nSound Designer\nAudio Programmer\nAudio Engineer\nRecording Engineer\nAudio Integration Specialist\nComposer\nProducer \/ Director\nCEO \/ Studio Director\nLead Software Engineer\nSoftware Engineer\nGame Designer\nStudent \/ Intern\nTeacher\nIT\nOther\n", modalSubscribeButtonLabel: "Subscribe", modalCancelButtonLabel: "Cancel", emailInputFieldSelector: '#subscribe_email', jobTitleInputFieldSelector: '#subscribe_title', subscriptionThankYouMessage: "Thanks for subscribing!", subscriptionErrorMessage: "An error occured. Please try again." }); $('#btn_subscribe').click(function() blogNewsletterSubscription.open() ); }); window.fbAsyncInit = function() FB.init( appId : '150817562245221', xfbml : true, version : 'v2.7' ); ; (function(d, s, id) var js, fjs = d.getElementsByTagName(s)[0]; if (d.getElementById(id)) return; js = d.createElement(s); js.id = id; js.src = "//connect.facebook.net/en_US/sdk.js"; fjs.parentNode.insertBefore(js, fjs); (document, 'script', 'facebook-jssdk')); Where 40,000+ audio professionals share interactive audio ideas, news and beyond. Blog homepage Subscribe Interactive Music: A 'Choose Your Own Adventure' Style Ballad Game Audio / Interactive Audio / Sound Design Alexander Brandon May 28, 2021 After a successful crowdfunding campaign in 2018, inXile Entertainment began full production of the game Wasteland 3. Following the critical acclaim heaped upon the soundtrack of their previous game, Bard's Tale IV, Brian Fargo wanted the team to come up with innovative ways to use music in the new game. To that end, senior writer Nathan Long, working from an idea inXile's NOLA Chief Matt Findley had originally conceived of for Wasteland 2, wrote a custom folk song for the end credits that would reflect the choices the players had made as they played the game, with each verse focusing on a key narrative decision. Brian and Matt agreed, and thus 'What We Did In Colorado' was born. It wasn't an easy birth.
William Whitmore, a well-established blues, country, and folk musician, was chosen to sing the melody and lyrics which Long wrote, not usually a hard task for a four minute ballad. But What We Did in Colorado, because it had to take into account all the many paths the player could take in the game, had more than 60 possible variations, each with different verse and line combinations to be sung. A typical story song of a similar style might have sixteen to twenty lines. Whitmore had ninety-two different lines to sing.
The song begins with a prologue, is followed by six verses that get exponentially more complex based on decision gates created by the player's in-game choices, and it is capped off by a coda that talks about the ending the player just experienced. The player can also end the game prematurely with a few unwise decisions, and there are verses for that as well.
In late 2018 the verses recorded by Whitmore were sent to Matt Findley, who then delivered them to audio director Alex Brandon. Alex lined them up with a full band instrumental track, arranged and recorded by musician Kent Holmes.
Alignment of the verses required the same start and end export points, and to maintain consistent tempo, rhythm, and time stretch tools were used. At this point, verses were named according to the line names in the lyrics document and exported to Wwise, which played them back in the game. And this is where things started getting crazy.