I Wrote Video Game Music the Same Way Composers did 30 Years Ago
This is how videogame music used to be made! Due to technical limitations, (namely storage constraints,) game developers couldn't simply include audio files. Instead, they would essentially include a basic synthesizer, as well as files that would tell the synthesizer what to play. This process was done using a program called a sequencer or a tracker, and the result would be music that took up much less space -- often just kilobytes. This is a readout of one of those files I wrote in a sequencer. This was a very unique writing experience as I couldn't really visualize what I was writing in the way I would be able to with MIDI or sheet music. You can see and hear the quality of the music improve as the piece progresses and I get more comfortable with the process.
In each of the 10 channels, the first column of data from the left is the note value -- that is what frequency the sample should be played at. The blue value next to it is to determine which sample to play from a sample bank I have just offscreen. The green values are for volume (written in hexadecimal), and the orange and pink do a wide variety of things based on the character in the pink column. These things include pitch gliding, vibrato, panning, tempo changes, etc.
This is an assignment I did for a class in college. The software used is called "MilkyTracker". It's a recreation of a popular DOS program called "FastTracker 2". The soundfont I used is ripped from Pokemon Mystery Dungeon 2 (Explorers). I actually picked and imported all my samples before I started writing, so there were a handful that went unused. Despite this, the size of this entire project is less than 3 MB!
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