Learning How To Make Music - Absolute beginner

Judge Dredd

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I want to learn how to make music, but I'm not sure where to start.

If it matters, I want to make music for various game projects.


Context.
I didn't really want to make music. I wanted at least one medium I didn't see behind the scenes. eg. I don't want to be a guy that hears a good song and then complains about it's "cowardly use of 4ths". Unfortunately, when it comes to games, it's either make your own or use the same stock music tracks as everybody else. I tried to look up how to make music a few times, but was greeted with two extremes. Buy 5 figures worth of gear and watch this 12 hour video about time signatures, or buy a recorder from pound land and play it by ear until you figure it out.
 
Watch some music theory tutorials until you feel you half understand them. Don't worry, I mean the ones that don't last more than 20 minutes.

You can make a respectable station for less than 150 dollaridoos but since you are only getting started you should just decide what software you want to use. Go cheap or downright never use the full version. Or just pirate.

The recorder from pound land is better because if you start big you will wreck the gear, get salty and quit.
 
I didn't really want to make music
It's hards to learn something you activly don't want to. If you're just trying to get music for a game project it might be a better idea to commission some tracks. If you still want to do it yourself just pirate a couple of popular softwares and fiddle for a couple hours and watch tutorials on one that gels with you
 
Just learn the major and minor scales, modes (adds more chromatic notes and helps learning note resolution), intervals (root, minor third, perfect fifth), and basic harmony (triad contains a root note, major/minor third, and a perfect fifth played simultaneously, also known as a chord) on a keyboard. The reason why I say scales is because it's a more simple way to learn key signatures. Harmony helps you create more complex chords that adds "color" to your music. Repeat and practice with consistent rhythm and naturally, through mental osmosis, you will begin to hear notes mentally, have more self sufficient note resolution, and you'll begin to learn rhythm.

I can go more into it, but these basics are will help significantly to learn theory and create more complex chord changes and melodies that video game music is heavily based on. Always keep in mind, the best music is about emotion rather than theory or complexity.
 
You can make a respectable station for less than 150 dollaridoos but since you are only getting started you should just decide what software you want to use. Go cheap or downright never use the full version. Or just pirate.
pirate a couple of popular softwares
What software should I look into? The only ones I know of are the Pico 8 mod tracker and some program for NES and GameBoy.

If you're just trying to get music for a game project it might be a better idea to commission some tracks.
I would, but not knowing anything about the practicalities of it, I don't know what a good price is, or even what to ask for.
 
I'm learning this too, personally it's a very slow and hard process. I would suggest downloading openmp3 (any tracker in general) and tearing apart a few midis. I don't have suggestions for music theory material but this is the way I'm trying to learn (I would also like some material, im a bit too ditzy to learn in depth concepts but I'll still try). The midis I have with me are the solstice theme, plok beach theme, infuscomus from blood, simian segue from dkc and unreal superhero 3. The tracker demoscene and retro soundtrack websites are very good for studying game music. Most of is channel based, you have one or two channels for drums and percussion, two or three for instrument variations (mostly Synth) and one for bass. Good luck.
 
What software should I look into? The only ones I know of are the Pico 8 mod tracker and some program for NES and GameBoy.
FamiStudioBeepBox, Bosca Ceoil, LMMS, Retro Boy, Sunvox is for the big boys. You could also just use FL Studio.

Google 8-bit music software and you may even get some tutorials on each one.
 
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I want to learn how to make music, but I'm not sure where to start.

What style of music are you interested in creating? Or, perhaps, what games' music are you interested in emulating? That changes software/hardware recommendations quite a bit.

If you like working from books I can recommend Music Theory for Computer Musicians by Michael Hewitt. It's a good introduction to basic musical theory, and a lot of the examples used in the book are illustrated by using software screenshots. A lot of the software isn't in common use today, but things like the piano roll in your DAW still function similarly to the way they did fifteen years ago.
 
Unfortunately, when it comes to games, it's either make your own or use the same stock music tracks as everybody else. I tried to look up how to make music a few times, but was greeted with two extremes. Buy 5 figures worth of gear and watch this 12 hour video about time signatures, or buy a recorder from pound land and play it by ear until you figure it out.
Well, if you just want to score your video game, send me a DM.
I've got a lot of stuff, we can figure something out.
 
What software should I look into? The only ones I know of are the Pico 8 mod tracker and some program for NES and GameBoy.

There are probably better alternatives out there for beginners but I've personally learned by using 'Cakewalk by Bandlab' DAW with extra plugins installed such as 'Vital Synth' and 'Surge XT Synth'.

It's free and it has the capability of being able to play using your PC/laptop keyboard if you don't own an external MIDI controller or something.

And once you develop yourself more, you could begin producing tracks with it pretty easily.

Its nothing grand but it was enough to get the wheels rolling. Hope that helps a bit.
 
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Thanks for all the feedback so far guys.

Do you play an instrument already
No.

My only real music experience was In school (as in, 25-30 years ago) there were a couple of instances where music happened. If you're curious, it was the pink panther theme (I was the cymbals) and I was taught to play the terminator theme on keyboard (completely forgotten now. Iirc it could be played with 1 hand, and I had it nailed after a few attempts).

MTV Music Generator/Music2000 (Codemasters) for the original PlayStation. It's the most basic DAW, comes with a bunch of sample and the end result sounds like a shitty old game from the 90's.

I used to play the demo of that as a kid and seriously considered firing it up for practice. I assumed it was just a toy like Mario Paint. That might be a good option though.

What style of music are you interested in creating? Or, perhaps, what games' music are you interested in emulating? That changes software/hardware recommendations quite a bit.
I'm basically fine with whatever. Though if it matters, here's the main things I'm looking for.

The big, main thing is a horror game dream project I've had in the works on and off (mostly off) for 12 years or so. I imagine something like Resident Evil for the soundtrack, but the only options are the same dozen or so Kevin MacLeaod tracks that are used in every shit tier asset flip on Steam.

I make a wide variety of stuff games wise, but mostly retro style action games so far, but even that covers a wide selection. Many of my touchstones are games or music I grew up with.

I'm hesitant to go too much into the topic because I supposedly have shit taste because a lot of sounds I like are widely considered bad by people who know music. To give one easy example, I like the sound of 80s and 90s synths, but then retrowave became popular and now it's supposedly a hipster thing. I'm not looking to play 80s synth specifically, it's just an example of things covering a wide range, and some of my tastes resulting in anger or being shit on. I won't be letting such opinions dictate my music choice however. If the project calls for 80s synth, or chiptunes, or harp, or whatever else, I'll lean into that.
 
I'm basically fine with whatever. Though if it matters, here's the main things I'm looking for.
Here’s a broad overview of what I would do, looking back, if I was starting to learn to make music from scratch on a computer.

Since you're interested in a variety of styles, a modern DAW, rather than a software tracker or a hardware-based setup, is probably your best bet. If you're not familiar with any of them or with what you might need from them, any of the major current DAWS (Ableton Live, FL Studio, Reaper, Cubase, Logic, Studio One, Bitwig, etc.) should serve well. By the time you find yourself bumping against the shortcomings of whatever it is you pick, you're probably going to have a lot of transferable production know-how, and it will just be a matter of learning new keybinds. A few things to note:
  • Ableton, FL Studio, and Logic probably have the most tutorials available to learn from
  • FL Studio has a robust free trial
  • Reaper doesn’t enforce their free trial time limit
  • Ableton Live Lite is commonly included in the software bundles that come with audio interfaces and midi controllers
  • If you're going to pirate, just grab Ableton Live Standard or Suite and rest easy, even the stock plugins will take you far
  • If you do take the route of Reaper or Ableton Live Lite, you’ll probably want some additional plugins. I mention some synthesizers on a bullet point below, but I also recommend grabbing the synthesizers Vital, Surge XT, and Synth1. Oh, and the effects packs Kilohearts Essentials and/or Melda’s MFreeFxBundle. And Valhalla Supermassive Reverb.
Once you’ve got a DAW picked out, watch a few software specific tutorials to understand the basics of how the software works. There’s a lot you can do to customize your workspace and enhance your productivity, but I’d start with learning: how to navigate the interface; how to add tracks, work with samples and virtual instruments; how to use the piano roll to place notes and edit midi events; how to add effects to tracks and route audio.

From there it’s just making music. Don't worry too much about the theory of the thing. If it feels right for the scene, it probably is. Try to complete tracks, even if it’s short, even if it’s just copying 80 measures and adding minor variations until it feels like a song. Look up genre or style specific tutorials, follow along. Find tracks you admire and duplicate the arrangement and instrumentation. Learn to actively listen to music.

Some notes on the things that you mentioned specifically and a few other things:
  • From what I remember, RE was scored like a mix between an action and a horror movie and it looks like most of the sounds come from a Roland Sound Canvas. You can find plenty of tutorials on both action and horror movie scoring/music writing. You can find virtual instruments of varying quality for the orchestral parts. If you dig the 90s crunch sample vibe, you can also just download Roland SC-88 or similar samples to play with.
  • 80’s and 90’s synth emulations are popular and there are some great free ones: Cherry Audio Surrealistic MG-1, Dexed, U-he Tyrell N6, TAL Noisemaker. If you dig the sound, even if you don’t see a commercial use for it, learn to make some synthwave. If you like it and it helps you learn the tools, great. Same goes for anything else you like.
  • Some kind of midi controller, whether pads, keys, or both, is pretty helpful. However, you don’t even necessarily need that because every DAW has the ability to use your QWERTY keyboard for musical note input.
And, in the end, if nothing works, just look up a tutorial on how to generate ambient soundscapes. Who needs music if you’ve got a strange wind blowing in and out of tune?
 
It really is just this way.


Play around, find a DAW or Tracker software you like. I personally like Trackers because they enable me to be a super hardcore autistic sperg with how indepth I can go and I can make anything from chiptune, intelligent-dance, speedcore, DnB, ambient electronic or anything else I desire. Get comfortable with your software, familiarise yourself with the shortcuts in it, note commands and the whole nine yards. Just get super, super autistic. Check out shit like Renoise and OpenMPT I also suggest Furnace if you want to focus on more or less on chiptune for vidya.

Get into VST's. The top ones I can think of that are free are Surge, Helm, Ragnarok, Synth1 and Vital (there is paid versions of Vital). Learn how to manipulate sounds, engineer and mix your own sounds, make your own samples of whatever you want and torrent classic sample packs like Jungle Warfare Vol 1-3 for example.

Study and listen more intensely to music you want to take inspiration from or genres you look to aim towards. Deconstruct the music in your head, take note of beats, rhythms, build ups, intermissions, timings. Train your ears to become familiar with notes and tones... But most of all remember what Terry said and also do not be afraid to just experiment and mash keys.
 
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MTV Music Generator/Music2000 (Codemasters) for the original PlayStation. It's the most basic DAW, comes with a bunch of sample and the end result sounds like a shitty old game from the 90's.
Since you're interested in a variety of styles, a modern DAW
Play around, find a DAW or Tracker software you like.
After just about 30 minutes searching, I almost fell down a bit of a rabbit hole. It seems like every DAW is hated for one reason or another.

And as for my personal experience. A lot were very complex, while simple ones are dismissed as "toys" (like the Music 2000 example). eg. complaints about the lack of VST support, or that certain samples are copyrighted and thus can't be used in any public project. I'm still looking into it, but I didn't expect this to be as complex and divisive as it appears.
 
After just about 30 minutes searching, I almost fell down a bit of a rabbit hole. It seems like every DAW is hated for one reason or another.

And as for my personal experience. A lot were very complex, while simple ones are dismissed as "toys" (like the Music 2000 example). eg. complaints about the lack of VST support, or that certain samples are copyrighted and thus can't be used in any public project. I'm still looking into it, but I didn't expect this to be as complex and divisive as it appears
I hope you don't mind me tossing another opinion into the mix, then. Most of the recommendations you will find online are tailored towards people who are into music making as a hobby or profession. If you're purely doing this out of a need for original music for your personal projects, then your priorities are most likely going to be different.

Music 2000 and the like were not created with the intent of being real DAWs for use in serious projects. That'd be like trying to make a bicycle out of Lego bricks. They will not be useful to you unless you need music that sounds like this (in which case I respect you immensely).

Tracker software was the gold standard for PC game soundtracks way back when, but is pretty obtuse by modern standards (YMMV, though; if you're coming from a programming background, something like Sunvox or Renoise might at least be worth a look). Programs like Bosca Ceoil or FamiStudio, again, sacrifice versatility for ease of use and therefore occupy a specific niche. In the event you want to make something other than Super Mario Beep Boop Music, you'll quickly run into trouble.

Ableton & Logic are very capable DAWs, no doubt -- however, they're tailored moreso towards professionals and therefore come with a steeper learning curve for people with no background in music production. Probably not the best choice if your desire to make music is secondary to your desire to make games.

FL Studio is unique as a DAW in that it's intuitive enough for someone with no particular interest in music to pick up, while also being potentially powerful enough to rock with the big boys through features like VST support and effect plugins -- essentially, you get the utility of the ""professional"" programs with the workflow of a simple step sequencer. There is arguably no other music software that will give you a better ratio of effort to results. I'd strongly recommend that you check it out before burning through your patience on Ableton tutorials or shooting yourself in the foot with a piece of freeware that only makes chiptune noises.

tl;dr use FL brah

And, in the end, if nothing works, just look up a tutorial on how to generate ambient soundscapes. Who needs music if you’ve got a strange wind blowing in and out of tune?
+1 to this. For your horror game project you can definitely get away with just using ambient sounds.
 
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