Description



Summoner of Sounds is designed to be a series of interactive community events where video game music will be celebrated by the means of craftsmanship and community interaction.

Community members with experience in music production will be dared to participate in challenges testing their ability to perform well as a versatile video game composer, while the game developers with other areas of expertise are encouraged to to analyze the challenges, and provide the composers with commentary, feedback and constructive criticism.


Table of contents:

  • 1. Event Outline

  • 2. Event Schedule

  • 3. Licensing Rights & Submission Guidelines

  • 4. RMN as a Platform. What do I have to gain?

  • 5. Post-Processing Submitted Material

  • 6. Role of the Composer - Becoming the Summoner of Sounds

  • 7. Role of Other Developers and the Audience - You are not NPCs!

  • 8. Picking Favorites!?

  • 9. RMN Music Pack 2 and Guardians of the Groove







Summoner of Sounds consists of a periodically recurring series of challenges presented to the composers to participate in and for the developers and audience to engage in throughout the year.

Participants aren't obligated to participate in every challenge, but the more challenges you participate in, the greater the reward.

Presented challenges will test the composers' abilities to perform well as versatile video game music producers in a changing environment. Each challenge will introduce a different set of rules and restrictions, and a new concept where the composers will have to find a way to express themselves in.

The challenges may restrict and determine the video game genre that will need to be composed for, the game world setting to be composed for, a specific game instance to be composed for, or a specific manner to be composed in.

While the challenges will present a number of restricted aspects, each challenge will offer choice of freedom and room to stretch around in some of them.

Summoner of Sounds will be running for several months in total and challenges will be issued roughly once every month, or on a similar pacing.

Each challenge of the series will run approximately over the course of one month and the deadline of each challenge will be stated as the challenge and its ruleset are announced.
























Any work submitted to this event will be disseminated under a creative commons license as publicly usable in any way the end-user wishes as long as they attribute the work to the artist in their credits and that they also do the same themselves with any derivative work based on the artist's.

End-users of this material, and any derivative material, will not, however, be able to legally make any money from anything containing these tracks without the artists' express permission.


All works submitted to the event have to be 100% original work of the participants and must contain no copyrighted material, either compositionally or in terms of sampled sounds. Submitted works must contain no arrangements of any material of a different author, and they can not lift motifs from anywhere else, except possibly from the participant's own works.

Submissions should contain as little audio quality loss as possible, WAV file format being heavily preferred.





The RPG Maker Network offers an extensive network of gamers and game developers, both hobbyists and professionals.

This event series is designed to help the composers of the game development community come together, challenge their know-how and showcase their creative efforts, and the rest of the community to come in contact with the composers.

This event series won't have a panel of judges, and there won't be hand-picked winners. Participants are encouraged to challenge themselves and work together towards solving the presented challenges.

During the course of the event series, the composers will be creating video game music in various forms and manners, and build themselves a diverse portfolio while doing so.

The rest of the community is encouraged to provide feedback and impressions on this material and to be in touch with the composers, possibly giving them ideas, or request something specific from within the given ruleset.

RMN will bring the participants visibility, and the yields of each challenge will be shared on RMN's social media during the course of the events.



Each composer has a completely optional step to sign up for post-processing their submitted material.

In the post-process, the composer will be in touch with the event organizer who will help them personally by offering them feedback on composition and mixing details and assist them by creating alternate, OGG file format versions of their tracks with a coded-in looping point, which will enable seamless looping of their songs in the RPG Maker VX and RPG Maker VX Ace engines.

Enabling looping for the songs requires them to be composed in looped structure, with recurring sections.






Summoner of Sounds as an event series will present a series of challenges that will test your abilities as a composer to express yourself in a wide variety of restricted environments. This will help in readying you to have the tools and confidence to perform well as a composer in a wide range of video game projects.

Each challenge will introduce a different scenario where you may need to compose music for different game genre, imply a different game setting through instrumentation, cultural, and musical genre references, or approach the the task by expressing yourself with a very specific perspective in mind.

Some of these scenarios may, and most likely will, require you to research and learn new ways of designing video game music, but they will also encourage you to test yourself, and express yourself in ways that you haven't before, and you will experience the joy of discovering new sides of your creative self.

Summoner of Sounds is an event series that will be running for several consecutive months. It may sound intimidating at first, but you can decide which challenges you want to participate in. However, the more challenges you undertake, the greater the rewards.

If you want to achieve the very best yields, then the series will also test your ability to perform under pressure as you'll need to be undertaking all the challenges.

It will test your ability to practice your trade under discipline, not only when you are motivated, and it will test your adaptability at the times when you'll have to find your creative freedom and inspiration while you still have to make your visions meet with a set of pre-existing rules.

Remember, you are not alone! This is a collaboration event. You may work alone if you wish, but you are allowed, and encouraged to collaborate with other members. Do you have the same Digital Audio Workstation as the other participant? You can work together! And if you feel like discussing how to approach any of the issued challenges with the other participants, then nothing stops you.

Building an extensive network of colleagues and other practitioners of your trade will also work greatly in your favor!

Will you be able to take on the challenge? Can you become the Summoner of Sounds, or even something more?

Introduce yourself at the Composer Introductions!





Video game composers wouldn't be composing music for video games if there were no video games, and video games with no music, or audio, would offer us only an experience with half of the things to sense, than what they do with audio, so let's agree that sound design is an integral part of game design.

Video game audio does not only offer us audio clues on game mechanics, but music activates large parts of our brain on fast rate and communicates us a great variety of information, which married with the visual material will bring the gaming experience to a whole new potency.

That being said, video game directors should not underestimate the importance of solid audio design, and advanced communication with the audio designers plays a major factor at what the end product will communicate to the consumer.

Music helps to communicate ideas which aren't visually present, it may also underline and empower the visual ideas present, or it may change the way we perceive the visual clues completely when the marriage of the visuals and the sound refers to a completely new impression than what either part of the combination would carry across alone.

Video game directors need to be able to communicate their vision to the sound designers and together with them, find a way to communicate this idea to the consumers.

While the Summoner of Sounds challenges will introduce composers to predetermined rulesets, the rest of the community may still engage in the process by discussing each challenge and the methods fit to completing the challenge.

Everyone can take the role of a critic. You don't need to be educated in music theory or terminology to be able to tell whether you find a musical piece fitting for a specific game genre, instance or setting. Communication matters, even if you don’t have the most optimal tools for it.

Express yourself with your own words and impressions. A composer will be glad to hear any of it. Tell the composer what their music communicates to you: feelings, impressions, visual images or atmosphere, for example. Does their track fit the description of the given ruleset?

Everyone may also post ideas of any themes they would like to hear. If the ruleset permits, a composer may very well decide to compose your idea.


While there isn't a panel of judges, or winners for the event, everyone is still encouraged to show appreciation for entries submitted to the event.

Simple feedback and commentary alone is welcome enough, but if you really like some track, give it a star to mark it as your favorite! You can give stars for multiple tracks if you wish. Stars play a part in event visibility and achievement mechanics.

To reward composers with stars post a reply to the event explaining which track, or tracks you want to give favorites for. Attaching a star image to the post helps the process.

Image code for the star:
[img][url]http://rpgmaker.net/media/images/events/sos/sosstar.png[/url][/img]







As of today, one of the biggest, if not the single biggest achievement of the composer community of rpgmaker.net still is the release of our RMN Music Pack!

It's a great quality pack of music that we can be proud of, and an achievement that we were able to put together with collaborative effort and all thanks to the network and community that RMN is.

Reception of the RMN Music Pack was overwhelmingly positive and it has been a good while since its release, so it is time we set our sights on the future, and to the release of its successor, the RMN Music Pack 2!

The journey for RMN Music Pack 2 begins with Summoner of Sounds.

Summoner of Sounds is designed to work as a count down and prepare us to bring RMN Music Pack 2 to a whole new level.

While Summoner of Sounds works also as the countdown for the RMN Music Pack 2, Summoner of Sounds will still be the greatest undertaking of the RMN composer community as of today and it will challenge everyone's creative abilities.

Summoner of Sounds will be creating composers a portfolio, but it will also be creating the community a whole lot of great video game music!

If you like what the composers of the community do and you want to show your support to them, you can be directly in contact with them, but if you want to show your support to the community as a whole and help us arrange events such as the RMN Music Pack, Summoner of Sounds and the RMN Music Pack 2, you can now become Guardian of The Groove and donate to the cause!

Every penny counts and the money will be used first and foremost to have artwork to go with the music and then to offer rewards for participating members. Any extra funds to the cause will be spent on future RMN Music events.

To get the Guardian of the Groove achievement you have to PM Happy after the transaction goes through, so that he knows to apply the benefits to your RMN account.

Thank you everyone! Let's do our best!

Illustrations: カラカモ @ twitter / 烏鴨 @ pixiv
Event concept design, visual design, direction and supervision: Happy @ RMN / Matias Heimlander @ tumblr

Details

  • 05/01/2015 06:57 PM
  • 07/01/2016 11:59 PM
  • 3
  • Happy

Achievements

Registration

You must be logged in to sign up for Summoner of Sounds.

Teams Members Entry
Team Happy!
My Composing Stick is Ready
Team Meat
Sum On Her Off Sow And
Team Failed Harmony
Team Where Am I?
Team The Team
Out of practice, so let's get back in practice!
"Insert Team Name Here"
I'll Do My Best...
Chaos Harmony
Symphony Of Enthrea
Super Merengue Bros.
The Spoony Bard
Music for humanity
Bring back the dinosaurs
How do I Music?
Team Drass
Ark of the Arts
Team Koi
To the Beat of a Different Drummer
Team Toni!
Dysergy
Jingle Jangle Jingle
Ylmir
Azhthar
Team Amazing Hotdog
Firah
Team Last Minute Production
Ogarth Munchies
The One-Ghost Gaggle
Team Giznads
Fungus Happy
Maat Wants His Cap Back
Misoundthropy
Rastapopoulos
Sweaty Angle~~~ <3
OneByOne
Toms Introduction Team!
Team Midi
Legion of One
FoxAudio Creations (AKA Team Oh God Who Let the Furry In Here)
Happy Rainbow Panda Bears
Team Curry
Acidbath
Jar Studios
Aersia Sound Team
Plastic, Meat, Smoke, Metal, and Sugar
Team Megollyen
Niyane's Team
Team Unhappy!
The Sword Of The Crest Heart And The Bird That Learnt That Hope Would End One Day
Team Neutral!
Team Probably Not Appearing In This Event
Scion Genesis
Without Creativity
Team Random
Team Cheese
JStewartMusic
No Excuses!
Team currently busy but what the hell
Team Yup
Uncanny Warriors
Team Jawns AKA Boring Team Name
A Team of One
The Singularity
The Duke's Jukebox
Sound Master
Entry Status Key
  • - Pending
  • - Validating
  • - Accepted
  • - Rejected

Posts

nhubi
Liberté, égalité, fraternité
11099
OK, almost end of month, time to start listening :)

Right, please let me know if I missed anyone, given the pending state of last month's I'm not 100% sure I got them all.

PianoTM

Where Names are Lost

Weirdly though this is not the track with 'train' in its name my first though on hearing the opening was the sound of a locomotive. Because of that there is a sense of forward movement in this, but not so much in something I would associate with a travel theme, possibly battle music or a chase scene.


Lost in the Underground


I have always had a soft spot for choral, so this appeals to me straight off the bat. I also like the somewhat unsettling vibe with it; I suppose that accounts for the 'lost' part of the theme. Like the previous track I could see this having some element of chase in it, perhaps trying to find your way out of somewhere or running from something has resulted in you being lost. I do really like this one.


The Train Hobo Boogie corrected

Well this is a 20's dance club track, there is little else it would work for, but it would work beautifully for that. It's very simple and repeated and because of that I could only see this being played in a very short scenario because it would get repetitive otherwise.



Shade Hunter

Night Club

Futurist city scene and yes I'd go with it being a night scene. I wouldn't restrict this to a club setting, it feel a little more outdoors than that.


Dance Floor

Battle music. I'd say in a SF game rather than anything traditional. You could also use this in something where you need to depict high energy, hence the reason I think it works as battle music, but it could also be used as cutscene music for a ship taking off (space, not sail).


Arcade Hall

So that sounds like a pinball ball bouncing off the bumpers, which is probably just the sound you were aiming for. As such it would fit in a modern/future setting in an arcade, but I can't really imagine it anywhere else.


TungerManU

Heavenly Resort

Oh this is jaunty and upbeat but still with that bit of a laid back island feel. I'm not sure about the heavenly component, but I'd go with this being resort like. I could easily hear this playing in the back ground of a seaside town, especially one designed for pleasure rather than work, so on the beach, not the port.


Dudurumbumbumbadumbadum

The name is a pretty good descriptor for this one. There is a lot going on here, or at least it feels like it. Perhaps a little too much for me as I really can't see where this would fit, it's really well put together with a great sense of balance in that nothing outshines anything else but I'm having a hard time placing it into a game-related scenario where I think it would fit.


Raindrops

This one has a feeling of forward momentum, so would work pretty well as travelling music. Somewhere pleasant though, not through a dark forest or dungeon. It's light and airy so you'd want to be something background in a peaceful scene, not something with any sense of menace or danger. I quite like this piece, there is just something accepting and comforting about it.


City of Funk

Definitely hits the modern moods theme on the head here, this would be great as a city theme, though whether than city is funky or not is another matter. It's got some nice interwoven themes going on here that seems to speak to me about the complexity of city life how many things all flow together and around each other on a daily basis. Though for some reason this makes me think of the city more at night than during the daily grind.


bulmabriefs144

WalkingThroughTheCity

Like a lot of your compositions this comes across as cacophonous to me. Perhaps in some surreal mindscape where nothing connects to anything else, but otherwise I have no place for this, though the bullet sounds at the end are amusing.


Trism

The End of Hardship


Strong and serious, but this is just lovely. This is a dawn breaking piece after a long and bitter night. There is something really uplifting and joyful in this piece. It's the sort of music that would play over the end credit of a film, when the story is told and it came out right in the end. As to where that would fit into a game, I'm a little less sure. Unless it served the same purpose and played as the credit rolled. There is a definite sense of completion and fulfilment here.


65
Sorry guys, I can't really find time anymore to come here and give feedback or contribute. Here is some feedback on two tracks I listened, though :

TungerManU - City of Funk
While your sound libraries (if you're not using the standard MIDI GM kit) aren't convincing at all, I feel like you're really spending a lot of time trying to add detail to your tracks with your MIDI programming. I'm thinking about the volume variations on your rhythmic guitar (might be because of the attack of the sample though, but in that case it's well used), the occasional glissandos... If you're already spending a lot of time on these elements like I think you are, you are on the right track. Computer-assisted music is not only about notes, good MIDI programming plays a big part in the final result, even with better sound libraries (and probably even more).


Trism - The End of Hardship
(and the beginning of harshness... ok, that joke was painful. More seriously, I'm more used to point out issues than qualities, so sorry if my comments seem harsh sometimes - I don't mean to be discouraging, I only want you to see what can be improved.)
First, the piano. To be honest, after the first two piano notes, I was expecting electro/dancefloor music after the 4 first beats because of the sound of your piano. It is overly compressed and ultra-bright, even clipping sometimes (!). You should also correct that issue at 3:06, when the sound suddenly drops out - it makes me think about a misused loop. Also, I wouldn't be surprised if it was a loop, the transitions between the different piano parts aren't seamless and feel like different recordings have been cut and put together.
Then, the guitars. I feel they would really gain in clarity if you turned the gain down a bit on your amps. Also, there is, at some points in your track (example : 2:22 - 2:23), the same issue you already have on your piano : Even the sound feels different between your two guitar tracks.
The overall structure has flaws - Instruments come in and out without being introduced in any way, you clearly have issues with your transitions... The more I listen to your track, the more I wonder if you composed everything yourself or if you have only used the loops included in your software (Garageband or Magix Music Maker probably ?). You could also be someone who used to make music only with loops and who think too much in "blocks", in which case I can only recommend you to try to break this habit.
Oh, and maybe you need something to cover the low frequencies too.

I hope my feedback isn't too confusing, for some reason I found it hard to formulate my thoughts in english this evening - I'm probably just too tired. Anyway, I hope it'll help you :p
pianotm
The TM is for Totally Magical.
32367
Oh! I got a gold star from nhubi! And on my favorite track (no pun intended), too! And I agree about the Train Hobo Boogie. When I saw the city theme, I immediately thought of the pawn shop my dad used to have on antique row in St. Louis, and I thought of some of the interesting characters I remember.
Time slipped away from me this time, I am sad. ;~;
1 day before the challenge ends, still I have one another submission, I hope you enjoy it.

Morning in Your Apartment

@nhubi Thanks for all the feedback ;)
Here's my latest entry.

I've changed the structure of the piece several times and I noticed that the snare sound is kind of loud, but time is running out so I submit this one as it is right now, but I'm kind of fond of it so I probably go back and tweak it some more later.

This is kind of 8-bit in the sense that I used only simple waveforms and noise for all the sounds, except that I added overdrive to the sine wave to make that guitar like sound. There's also no bass so I've been experimenting a bit here.
Finally, I've been able to make a short theme for the challenge. This one is quite experimental to me (I only rarely do something in that style). I just hope it's not too short for you guys :p

http://rpgmaker.net/content/events/sos/files/Ch5_MrBadass.ogg
Hey ppl, can I get an accept or reject for these already? I'm trying to get the participation award, and mine have been pending for like ever.

The point I was making (poorly, I'll grant) with the song was that you have a character moving through the city. At the start one of the tracks is relatively slow. This track gradually gets faster, as if I were imagining the character noticing they were being followed. Then faster still as if "oh crap" they try to run away. At the end they get gunned down by thugs. I dunno about modern music, but it was a modern theme.
I thought we would get a little more time since the last challenges deadline was later ;_;
If Happy hasn't closed this one till I'm done with the jazz piece then I'll upload it.

author=bulmabriefs144
Hey ppl, can I get an accept or reject for these already?

You gotta ask Happy about that one.
Happy
Devil's in the details
5367
Hey peeps! I will mark the entries accepted soon as I also listen through them. It's not something you should be worried about though, as long as your songs fit the theme of the chapters.

I will start next chapter on 15th, so you have extra time for submissions of this chapter up until then.

I'm also looking to do a sort of recap of the entries submitted to the event so far for RMN's media feeds as I haven't really kept my word about "giving participants visibility" very well so far.
I have no ideaa whether they do or not. I think hymn of the sage does. Not as certain about the other two.
author=Happy
I will start next chapter on 15th, so you have extra time for submissions of this chapter up until then.



Thanks Happy, I think I have still time to create another modern theme ;)
I finally managed to make something for this challenge: http://rpgmaker.net/content/events/sos/files/Jazz_Fight.ogg
Like I mentioned at the very beginning I chose to make a jazz piece. I didn't necessarily make it fitting for battles, although the name might suggest it. It's just that the name was inspired by the piece "Dating Fight". The lead instrument parts are all improvised by the way.

I'd appreciate some feedback!


Review:

@Pianotm
Where names are lost: I really like the e-guitar. The riffs are well done! A huge problem (for me) is though that the instrument samples you use don't sound good at all. If you don't have a DAW with already implemented instruments I'd advice to at least download some decent sounding soundfonts.

Lost in the Underground: The beat of this piece is really cool. I can't really think of a reason why you made it twice as long by just copying the first two minutes. That just increases the file size which isn't optimal for games.

Train Hobo Boogie: Well, now I can say for sure that you're definitely more creative when it comes to names than I am.^^ Anyway, I really like the piano and the bass fits really well to the genre this piece is in. Correct me if I'm wrong with the following but it sounded a little like the swing eighths aren't in triplets. That's what my buddy despisingly calls "farmer eights" (I'm not sure why myself ^^).


@Shade_Hunter
Night Club: I really like the synth sounds here, although I'm not sure if I'd expect this in a club since this doesn't sound too danceable to me (but what do I know, I haven't ever been in a club). The thing that bothers me though are the strings which sound really out of place here. Maybe it's also just the quality and not that they are the only organic instruments here.

Dance Floor: In this one the strings sound again out of place, at least in my opinion. The fake buildup in the background kind of annoys me too because I always expect a drop but it never comes ;_;

Arcade Hall: I really like the guitar sound. It's groovy! The synth instruments that fades in right after the beginning and appears later on as well sounds really out of place and the notes that it plays and the rhythm don't fit to the guitar riff in my opinion. in conclusion: every part in which this synth instrument doesn't appear sounds great. The ones in which it appears don't.

In general it would be good if the pieces were loopable since they only have limited usability (in video games) this way.


@ResidentEcruteak
It's nice to hear something in a different genre. I personally like 8-Bit sounds, (although it hurts my ears sometimes).
Some instruments are really loud. You already pointed out the snare, but also the "bell sound" sound too loud for me. The biggest problem in my opinion though is that the lead instrument plays notes that interfer with other notes (or the detune value is too big). That's the reason why my ears began to hurt. Ouch.


@Ylmir
Aw yeah, I like me some metal. Especially the guitar riff is sick. It could be used as a character theme. It's unfortunate that it's so short though. I wouldn't mind that if the piece would be fast since it's harder to make those long (at least for me).


@bulmabriefs144
There's not much constructive I could say about the piece, so I'll just give some general advice.
Maybe I've already mentioned that and I'm just repeating myself but it would help you a lot if you would learn some music theory. I actually know someone personally who recently made pieces similar to the ones you're making right now but now that he's learning music theory and composing stuff he is able to make really decent songs. Just an advice though if you want to get serious with composing.


@Trism
I agree with everything that Ylmir said already except that I like the piano sound (not the clipping of course ^^).
But yeah, the guitar could really use some more "cleanness". But all in all it doesn't sound too bad in my opinion except for the obvious flaws that Ylmir pointed out (especially the e-guitar and the piano at 3:06).


Shade_Hunter's Night Club gets a star from me!
Aah have been abscent from the site for a while now, wish I had seen this sooner! What a cool event!
pianotm
The TM is for Totally Magical.
32367
Where names are lost: I really like the e-guitar. The riffs are well done! A huge problem (for me) is though that the instrument samples you use don't sound good at all. If you don't have a DAW with already implemented instruments I'd advice to at least download some decent sounding soundfonts.

Well, like I said in the intro thread, while I've always played music, the Summoner of Sounds event is really the first time I've ever sat down to actually compose music and present a completed product, so I'm not actually very familiar with what's available.

Lost in the Underground: The beat of this piece is really cool. I can't really think of a reason why you made it twice as long by just copying the first two minutes. That just increases the file size which isn't optimal for games.

I added repeats in the sheet music. I guess I should stop.

Train Hobo Boogie: Well, now I can say for sure that you're definitely more creative when it comes to names than I am.^^ Anyway, I really like the piano and the bass fits really well to the genre this piece is in. Correct me if I'm wrong with the following but it sounded a little like the swing eighths aren't in triplets. That's what my buddy despisingly calls "farmer eights" (I'm not sure why myself ^^).

Nope. All triplets.


@Fulminis-ictis
Speaking of hating sample sounds (was that an accordion at the end?)...other than that, this piece seems to do well. I disagree with your assertion that isn't good for battles, and if I were making a modern city themed RPG, I'd definitely use this for battles.
nhubi
Liberté, égalité, fraternité
11099
Oooh there are a couple of new ones. I'll give them a listen before the 15th.
Thanks for your feedback pianotm!
author=pianotm
I disagree with your assertion that isn't good for battles


Didn't think I'd be able to make a battle theme without actually trying ^^
But I didn't really mean that I think that it wouldn't fit battles but that I didn't really compose it with the goal of making a battle theme. But it's nice that it still works for this kind of place in a video game.
Would you accept 8-bit music for the modern moods theme? I think it could be quite apt but then again it could be quite apt in all of the categories!
author=Fulminis-ictus
@Shade_Hunter
Night Club: I really like the synth sounds here, although I'm not sure if I'd expect this in a club since this doesn't sound too danceable to me (but what do I know, I haven't ever been in a club). The thing that bothers me though are the strings which sound really out of place here. Maybe it's also just the quality and not that they are the only organic instruments here.

Dance Floor: In this one the strings sound again out of place, at least in my opinion. The fake buildup in the background kind of annoys me too because I always expect a drop but it never comes ;_;

Arcade Hall: I really like the guitar sound. It's groovy! The synth instruments that fades in right after the beginning and appears later on as well sounds really out of place and the notes that it plays and the rhythm don't fit to the guitar riff in my opinion. in conclusion: every part in which this synth instrument doesn't appear sounds great. The ones in which it appears don't.

In general it would be good if the pieces were loopable since they only have limited usability (in video games) this way.


Shade_Hunter's Night Club gets a star from me!

Hi Thanks Fulminis Ictus, yes they will be loopable as it's one requirement in the rules, but now in the competition state they are not.

Glad you liked Night Club that much that you gave it a star :)