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Tips on Optimal MP3 Usage

N.B. I actually posted a version of this in a thread several months ago...but due to the fact that music use seems to come up constantly in RMXP Discussion, it seemed these tips might be get some use as a tutorial. So I've expanded and rewritten my original post in the hope that it may be of use.

Also, bear in mind this a tutorial concerning the use of music in a purely aesthetic sense. This is NOT the place for a discussion of the legality of mp3 usage and whatnot...that has been covered exhaustively in RMXP Discussion and bears no need for repetition here.

Now that that's out of the way....

Tips On Optimal MP3 Usage[/FONT]
by Volrath

Personally, I don't mind a large file size in a game. Even if I had a slower connection and it was going to be several hours, I don't mind finding something else to do in the meantime. Of course, I would be something of a hypocrite if I did...I've been using big music files since my RM2k days, when everything had to be converted to wav files if you wanted to use it. If you thought MP3s were big, you hadn't seen anything yet. My massive RM2K game was borderline impossible to share, but boy I loved the soundtrack.

Still, it's important to realize the power you're dealing with in regard to MP3s and I do often see them used poorly. I've come up with some tips that will go a long way towards justifying the file size.

  • Don't use "One Winged Angel" or some other epic fight song just for random battles. You need something that won't get obnoxious if it gets played over and over. That's not an easy task...which is why ArtBane and I tend to let each dungeon's music play through the battles as well. Of course, when doing that, you must also make sure the song you're playing will work for fights too.
  • On that note, I'd advise people to stay away from familiar songs like those of the more famous FFs and Chrono Trigger. (Cross, on the other hand, is perfect for this. Incredibly immersive music that isn't quite as ubiquitous) A song that's too familiar will snap a player right out of the game's world. Expand your horizons and introduce people to less familiar sounds.
  • If you have an eight minute song for a cutscene, that cutscene better be close to eight minutes long. Don't play a huge song like that just for 30 seconds and then move on. If the scene isn't that long and you can't go without the song, then familiarize yourself with some sound editing software (even Sound Recorder on Windows is good enough) and trim the music down.
  • In regard to songs with sung lyrics, save those for major plot points. I'm talking epic reversals and huge confrontations here, not things like towns. Using one as the default battle theme is a big NO. Trust me, nobody wants to hear the opening two verses of a song over and over for hours. If these songs are overused, it diminishes the power of them individually.
  • Pick songs that can be used more than once. If every new location and scene needs a song of its own, your file size will be out of control. Plus repetition can help create recognizable themes for characters, which always adds a lot.
  • Finally, realize that just because the song happens to be an mp3 doesn't mean it's right for the scene or even the game. A major mistake people make is deciding a song just HAS to be in their game because they currently love it...without thinking about whether it actually works. The music's contribution should be to enhance the visuals and storyline, not to stand in for it. I've got plenty of 70s rock on my computer that I'm very fond of...but am I going to put it in MotW? Hell no....because it doesn't fit at ALL. Tone is very important, and if the MP3s aren't used to their full capacity in this regard, it's a waste of space.

Now go forth and put together effective soundtracks.
 
A friend of mine suggested taking all sound files and doubling their speed, then playing them at half speed in RMXP to conserve filespace. Is this actually effective? I was concerned that it would lower the sound quality.
 
I always did admire the Master of the Wind soundtrack ^^. Very useful and accurate tutorial, though most of these tips apply to all music files, MP3 or otherwise.

Oh, you may want to add that you should adjust the volume of songs to match each other. Some games go from one song that's naturally quiet and then switch to another that's much louder. >_< It's always best to find the quietest song you plan to use and adjust the other songs' volumes to fit!

@Sailerius: I'd imagine that it would cut the quality. The only way to know for sure is to try is out though. There are quite a few other ways to reduce filesize though. Try different file types or encoders if you can. I find OGGs to be a fairly compact filetype for shorter songs. (longer songs cause the game to lag when the song first starts up - not a good trade off in my opinion.)
 
Volrath;253646 said:
If every new location and scene needs a song of its own...

DOT DOT FREAKING DOT. XD

But seriously. You're right. You've given me a lot to think about. On the other hand, I don't really know what is well-known music and what isn't... There's a point where the line between the two becomes really vague.

I like the idea of utting down music. I will recommend this. I once cut down a 7-minute tune into a 1-minute looping soundtrack.
 

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