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Music Guidelines 2.0 (#12)
fixes #11 --------- Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
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MusicGuidelines.md

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# Cubyz Music Guidelines
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So, you want to make music for Cubyz. Lucky for you, we let anyone contribute their songs! However, there is a certain quality standard that needs to be met in order for your song to be accepted.
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## Requirements
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__The following is required in order for your song to be accepted.__
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- Your song must be exported with 48kHz in lossless WAV or FLAC format.
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- Your song's file name should be in lowercase and contain no spaces or other punctuation except underscores.
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- Your song must be submitted as a pull request to the [Cubyz Assets Repository](https://github.com/PixelGuys/Cubyz-Assets) unless otherwise stated.
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- Please read [Cubyz' GLP-3.0 License](https://github.com/PixelGuys/Cubyz-Assets/blob/master/LICENSE) before you submit your song. In your PR's description, please provide written consent that you agree to have your work used under this license.
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- In your PR's description, please provide a proper name for the submitted song(s)
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- In your PR's description, please provide your artist name, and optionally any social media you want to have linked in the credits.
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- If multiple people worked on your track, provide their names as well and refer them to these requirements.
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If your song is added, you are free to create a pull request to change anything about the song or your identity in the credits.
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**LINK:** [How to make a pull request](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/creating-a-pull-request)
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## Song Rules and Suggestions
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There are some rules and suggestions you should follow. Please read through them before making a song, as your song may be rejected if not followed.
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### Follow our Footsteps
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- Before you begin making songs, it is recommended that you listen to [what Cubyz already has](https://github.com/PixelGuys/Cubyz-Assets/tree/master/music) so you can get an idea for its musical style.
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- Ideally, you could use melodies/motifs that exist in the soundtrack to add a greater sense of cohesion between songs.
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### Play the Game
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- It is recommended that you play the game and compose based on certain biomes, emotions, or oddities you come across! If something you come across doesn't have an appropriate music track, make one!
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### Future-proof
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- Right now, the Cubyz music system is primitive and can only play one song per biome. This is not a limitation we intend to keep forever; instead, it will be replaced by a new system where songs play based off of mood and environment. For that reason, make your song with this in mind.
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### Sounds to Avoid
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- Diagetic sounds, or sounds that exists in the game's world rather than being in the background, are highly discouraged. Examples include birds chirping, in-game sfx, dialogue, and footsteps.
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- Heavy use of harsh/sharp sounds should be avoided at all costs! Most of Cubyz' sound effects will likely be in the high-end, so compose with this in mind!
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- Midi instruments can break the player's immersion if not used correctly. If you use midi, be sure to mask it, whether that be through filters or mastering.
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### Song Looping
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- Looping tracks will likely be used for events, bosses, and general battle scenarios. If your song does not fit these scenarios, please attempt to give your song a proper intro and outro.
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- Looping tracks should be at least 60 seconds in length.
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### Mastering
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- Your song should not be heavily compressed.
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- Your song should be fully audible at 75% volume and be comfortable to listen to at said volume.
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- Try listening to your song in multiple environments, such as through a speaker and through headphones.
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- Avoid too much sub-bass and upper-treble.
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- Listen to other songs in the soundtrack to get a good sense of how it should be mastered.
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## Instrumentation and Composition
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Now that rules have been established, what will you make?
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### Musical Moods
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- If your song plays at least 10k blocks underground, definitely give it an ominous vibe. Distortion, dissonance, and general creepiness is recommended.
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- If your song plays underground, but above 1k blocks, then it should sound energetic. We want cave music to be energetic and then become creepier as you descend into the unknown depths below.
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- If your song plays above-ground, let it breathe with some reverb! Traditional instruments are also more fitting to whatever lies on the surface.
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### Song Length?
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- Your song's length largely depends on what you want to go for. Do you want to make a short intermission between tracks? Go for it! Do you want to make a little emotional swell? Go for it! Do you want to make a long ambient track? Go for it!
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### Drums?
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- Do not use default drum loops included inside of FL Studio. We will know.
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- Drums will be most common in looping songs, as they will play during stressful events. Outside of looping songs, keep their usage light.
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- Drums can be used in "energetic cave themes" where the player is descending into a cave.
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### Sampling?
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- Sampling is allowed as long as it is not easily recognizable and isn't the crux of the song.
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- Please credit samples you use.
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### Instruments?
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- Synthesizers and Melodic Percussion are the main instruments of Cubyz. They are not required to be used, but most ambient songs use them as they provide a very bouncy, whimsical sound.
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- Pianos are not recommended, but not disallowed. Try using a synthesized keyboard instead to provide a unique sound.
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- Bass patches provide a lovely contrast to high-pitched synthesizers!
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- Real, traditional instruments are always a pleasure to listen to, but it's recommended that you play them in an unconventional way.
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### Convention?
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- Cubyz is all about embracing the strange, whimsical, and curious. In this case, we encourage you to break out of regular music conventions. Use the wrong instrument, make a weird melody! Slide notes, bouncy sounds, strange time signatures! Explore the possibilities, just make sure it fits the game's pre-established style!
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## Resources and Inspirations
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Browse through these lists to get some inspiration for your song!
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### DAWs
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- [KiraStudio (Free!)](https://kirastudio.org/)
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- [FL Studio](https://www.image-line.com/)
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- [Ableton Live](https://www.ableton.com/)
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### Musical Inspirations
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- PilotRedSky
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- Adventure Time
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- LittleBigPlanet
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- Rain World
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- Terraria
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- Minecraft
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### Effects
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- Phaser
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- Flanger
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- High/Low-Pass Filter
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- Downsampling/Lo-fi
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- Panning
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- Reverb
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- Delay/Echo
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### Motifs
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Take melodies from these songs!
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- Sunrise by Sinanimea
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- Leaves by TotalDemented
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- Cubyz by TotalDemented
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- Tides by TotalDemented
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- Snaledance by Luciano
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- Deeper by Ikabod

README.md

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# Cubyz-Assets
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The cache for large assets, like music, used by the game. This is separated to reduce the size of the main repository and download times on update.
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# Music Guidelines
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Be: Highly recommended
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Try: Recommended
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Avoid: Not recommended
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Don't: Do not
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### Be inspired
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- Listen to other songs in the soundtrack and try to make something inspired by what you hear!
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### Be fitting
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- Try to make your song fit the game. A good way to test this is by playing the game and your song at the same time to make sure it fits.
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### Be experimental
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- Try making something that sounds unconventional.
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### Try motifs
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- Take existing melodies in the soundtrack and reuse them in a way that fits your song! This is optional, of course.
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### Try dynamic filters
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- To add some flavor to your song, try having a phaser or some sort of dynamic filter to prevent it from being too repetitive.
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### Try build-up
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- Due to the ambient nature of our soundtrack, it's best to have build-up rather than a consistent sound.
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### Try something short and nuanced
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- Songs under a minute long are very encouraged! These can act as transitions or little flavorful moments.
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### Avoid generic fantasy
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- Cubyz is not Hytale.
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### Avoid sharp sounds
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- Avoid too much high-end on your songs as most in-game SFX will be in the high-end.
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### Avoid choirs
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- It simply doesn't fit the style of Cubyz' music.
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### Avoid "MIDI" sounds
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- I don't know how to explain this one too well, just try not to make your song sound like a MIDI slap. At least add some reverb to it or something man.
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### Avoid heavy compression
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- Excessive compression will result in your song drowning out other sounds.
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### Avoid extremely loud sounds
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- Don't hurt our ears!
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### No lyrics
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- No.
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### No diagetic sounds
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- Including diagetic sounds like footsteps, in-game sfx, and etc will confuse the player during gameplay.
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### Do break the rules
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- If you think you can get away with making a song that's fitting and breaks some of these rules, feel free to! Just state your artistic intentions!
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### Songs that break some of these rules:
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- Mrmayman's "Out of Breath." It was slated for removal, but kept as it's a legacy song. It breaks the rule of "Avoid MIDI sounds."
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- Chrythm's tracks technically count as "generic fantasy," but are composed in a way that's fitting to Cubyz' humble upbringing.
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- GrayVibes' "Whispers in the Rocks" has a loud moment, diagetic sounds, and indecipherable lyrics. These work however as the intent of the song is to envoke fear and uncertainty to the player.
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- Luciano's "Snaledance" breaks the "Avoid MIDI sounds" and "Avoid sharp sounds" rules, as it is likely to play outside of any sort of danger and when amongst fellow friendly players.
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### About Looping Tracks:
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Quantum wants looping tracks, Ikabod wants individual tracks. We can have both!
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- When making a looping track, keep it VERY ambient, long, and minimalistic.
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- Compose it in such a way that it can be faded out at any moment in the song.
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- Keep it from being too melodic. Incorporate percussion and reverb to help it be spacey.
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-----------------------------------
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## Genres:
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- Electronica
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- Jungle
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- Avant garde
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- Noise
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- Industrial
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- Psychedelic
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- European Folk
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- Trip Hop
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- Lo-fi
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- Improvisational
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- Minimalist
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## Effects:
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- Phaser
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- Flanger
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- High/Low-Pass Filter
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- Downsampling/Lo-fi
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- Panning
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- Reverb
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- Delay/Echo
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## Recommended DAWs:
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- FL Studio
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- KiraStudio
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- Ableton Live
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- Beepbox and its mods (if you can make it somehow not sound like Beepbox)
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## Instruments:
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- Synthesizers
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- Melodic Percussion
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- Guitar
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- Violin/Cello
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## Inspirations:
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- Adventure Time OST
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- LittleBigPlanet OST
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- Minecraft OST
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## File Formats:
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Export audio in lossless quality if possible!
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- .flac
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- .wav
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## Motif Inspirations:
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Take melodies from these songs!
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- Sunrise by Sinanimea
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- Leaves by TotalDemented
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- Cubyz by TotalDemented
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- Tides by TotalDemented
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- Snaledance by Luciano
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- Deeper by Ikabod
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- Fallen by Ikabod
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## Moods:
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When making music for biomes, keep in mind how they make you feel and incorporate it into your song!
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- Caves = Creepy, Energetic, Industrial, Low-end, Reverb, Percussive, Melancholic
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- Forest = Hopeful, Humble, Melodic, Relaxing
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- Ocean = Bubbly, Low-end, Arpeggio, Soundscape
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- Rare Biomes = Whimsical, Strange, Experimental
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- Desert = Drones, Guitar, Dry
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- Snow = Sparkles, Shimmers, Mallets, Crackles
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-----------------------------------
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## Other notes:
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- Songs are normalized manually by a developer.
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- You can make a pull request for your song here: (https://github.com/PixelGuys/Cubyz-Assets/pulls)
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To find out how to submit your own song, check out the [Music Guidelines](https://github.com/PixelGuys/Cubyz-Assets/MusicGuidelines.md)

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