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41

First and foremost, I am not a lawyer. You should always consult a lawyer in regards to legal questions - the legal system is often very fickle, and often changes dramatically from location to location. Can you legally use this music piece? It is impossible to tell. You tell us you have permission from the singer. The first thing you need to find out is ...


23

When you are asking for "all the rights", then you need to ask youself if you really need "all the rights". I don't know your long-term business plan, so I don't know which of these rights you actually need: Use the music for your current game (ok, that's obvious) Use the music for any future games Be the only one who is allowed to use the music for a game ...


22

There are actually some fairly standard approaches for designing music playback in a game. When designing a music playback system, problems you face involve creating smooth transitions, ensuring there is enough variety, and creating a sense of interactivity with the music. Your question title, "changing background music smoothly" tells me your main concern ...


18

I don't recommend using Time.deltaTime to track progress through playing the song as described in another answer. It's great for smoothing & interpolating effects to play out in realtime, but when you want to match the song's time you should ask the song. In Unity, you can measure an Audio Source's progress through playing a track directly using ...


16

The singer is just a small part of a music track. It consists of: The vocals provided by the singer The text of the lyrics The composition of the melody The arrangement of the melody The performance of musicians playing the melody Individual audio samples used in the song The final audio mix of all these things together All these creative inputs can be ...


12

There is no such thing as "non-copyrighted" music. The moment someone creates a creative work, they have a copyright on it. What you could mean is: Music in the public domain due to age. But that would mean that the music is at least 70 years old, in some countries longer. Remember that melody, lyrics, arrangement and performance are all separately ...


10

Insert I-am-not-a-lawyer disclaimer here The notes of a song are already eligible for copyright. Taking the notes of a song and interpreting them differently creates a derivate work. This work must not be published when the copyright holder of the original song didn't give their permission. When the composition of the song is not under a free license, the ...


10

Most users on this site, including myself, are not lawyers, so we are not able to give you legal advice. The best way to be sure is to consult a lawyer. From the system you describe, it sounds like an artist or someone with the distribution rights to a song could claim that you are making unauthorized use of their identity/intellectual property, just for ...


8

This should be legal, but be careful where your music is coming from. If you're using sound samples provided by software you need to ensure it's OK to use those sound samples. There's something in music composition called Sampling. This is taking small bits of other music and re-using it in your own. The legal issues surrounding sampling are a grey area, ...


8

There is a good reason for this precaution: Users usually don't expect audio from websites. They get really angry when they load a website, and an audio advertisement blares at them at full volume. This is even worse if they opened multiple tabs and are not sure which one is responsible. That's why all browser vendors prevent websites from playing audio ...


7

I am not a lawyer. If you want serious legal advise, ask one. Do not trust anonymous strangers on the internet with providing legal advise to you. But my layman interpretation of international copyright laws would be as follows: National anthems are usually (but not always) in the public domain. Either because the copyright has expired or they were released ...


7

In the 90s I worked for the largest computing magazine in Hungary and we had a cover CD, some 30 000 copies a month. We offered up and coming musicians to put their music there for free. This was insanely popular with our audience and the musicians both. A bit later the collective rights management agency in the country sued us and won because the law said ...


6

In a game, music would be the a way to play background music and sound the way to play sound effects (ej. jumping, firing, etc). Music is a special streaming channel of the Mixer. This means the file is streamed from disk in small chuncks and not loaded at once. Pygame only supports one Music at a time but you can have several Sound objects playing at once,...


6

Length of songs is irrelevant. The AAA way is to have all the music built around a theme and then to fade in/out variants like your "more violent" and "quite peaceful" as needed. With the common theme the music just seems to flow, but it does take a good composer and a ton of production work. The indie way would be to fade out the old music before fading ...


6

If I understand correctly, you have two different questions in here: What kind of technical (as in programming) considerations should be set out? What kind of technical (as in audio engineering) considerations should be set out? For both questions, your best bet is to ask the person in charge. For the first one, it could be the lead audio programmer, while ...


6

You can access any object in your hierarchy by searching for it: GameObject soundObject = GameObject.Find("BackgroundSoundObjectName"); Then you're likely going to want to access the AudioSource component: AudioSource audioSource = soundObject.GetComponent<AudioSource>(); Then you can use the Pause() and Play() methods of the audio source to ...


6

To be able to play .mp3 files on desktop, you'll need help from an external library to convert it first to another format. You can use NAudio to convert the audio from MP3 to WAV before playing it. You must set the API Compatiblity Level to .NET 2.0 (Edit->Project Settings->Player) Put NAudio.dll in /Assets/Plugins Create a new C# Script, name it &...


5

I'm pretty new to LibGDX but I don't think it would be too hard to implement your own version of a "master volume" - just have a float variable called master volume and then use it whenever you play your music and edit it how you please. For example: public static float mastervol = 1f; //playing your sounds sound1.play(mastervol); sound2.play(mastervol); ...


5

No, you can not. Just because a piece of media is no longer used commercially does not mean that its copyright is void. Even when the company which originally held the copyright does no longer exist, their assets are not safe to use because as part of the liquidation of the company those rights might have gotten transferred to some other company.


5

You will need a written contract signed by both him and you. Print it, sign it, send it to him by snail mail, tell him to sign it, and have him send it back by snail mail. Ask your lawyer to write such a contract. When you don't want to use snail mail and stay completely electronic, ask your lawyer if it might work in your jurisdiction to print the ...


5

Licensing from the authors This can be complicated if a copyright collecting agency or a licensing agency in involved. If you deal directly with the authors, they can issue you a license. If that license is exclusive, we want to make sure it is not fake, thus we want the license written and signed by the author or digital and digitally signed. The author ...


5

As defined by the Creative Commons: NonCommercial means not primarily intended for or directed towards commercial advantage or monetary compensation. The "intent" here is the developer's intention, not the player's. It does not matter if a particular player - or even the vast majority of your players - intend to play your game for free. What matters is ...


4

Looks like it's not legal in most countries if you don't have an explicit permission from copryright owner. See this: https://en.wikipedia.org/wiki/Derivative_work A “derivative work” is a work based upon one or more preexisting works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, ...


4

When in doubt, always talk to a lawyer. People on this website are not qualified to give legal advice. That includes me, so don't come back and sue me for giving you incorrect information. That said, you have to copy something to be breaking any copyright laws. If you're using the music files in-place on the player's computer, you can't be infringing on any ...


4

It's not just the arrangement and interpretation of a song which falls under copyright but also the composition itself. So you will violate the copyright of the original composer. That means you will either have to compose your own song, use a song which was released by the author under free terms or on which the copyright has expired. When you are looking ...


4

I am not a lawyer, so do not take this as legal advise. When you want to undertake this project, consult a lawyer who knows about your local copyright laws. But according to my layman's knowledge of copyright, that would most definitely be a copyright violation. When the piece of media is long enough to recognize it, it is long enough to sue about it. The ...


4

The problem with stock audio is that they are often overused. It can be very confusing for a player when they hear a piece of music in your game which they recognize from media related to a different IP. This can be a real immersion-breaker, because they will immediately wonder "where did I hear this before?" instead of staying concentrated on your game. ...


4

Add to your music class a method like this: public static Music GetInstance() { // Optionally, you can create an instance here // if one isn't already present in the scene. return instance; } Then when you want to toggle the music, instead of referencing an object saved in a member variable, ask the music class which instance is current: var ...


4

The solution by DMGregory is a quick and dirty solution which works well for a single audio source. But in a more complex game you might have multiple audio sources which function as background music. You might also have other groups of audio sources you want to mute together. In that case you might want to use the cleaner solution using the Audio Mixer ...


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