Hot answers tagged

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 ...


39

You need an art lead and proper art style documentation. There are things like palettes to determine, plus various bits of example concepts, a lot of art terminology that clearly defines things to artists in ways that tech terminology clears things up for developers. A good art lead can define all these and make your consistent art style, and properly ...


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 ...


17

Sure you can, it's just not trivial to get it sounding "nice". I don't know how to do it in Linux, but if you can play a PCM buffer, all you have to do is fill it with whatever you want. So supposing your buffer is set to play in monaural, signed 16-bit samples, at 44100 samples per second, creating a pure (sinusoidal) A4 sound (440 Hz) is as simple as ...


17

No. You can't distribute anything you don't have permission for. Crediting or not makes no difference. Unless the song was distributed under a license which explicitly permits redistributing it (such as CC-By) you'll need to get permission from the copyright holder, else it will be copyright infringement and the copyright holder can sue you for it.


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 ...


15

The question "How can I work with an arbitrary amount of artists, yet maintain artistic consistency across the entire game?" cannot be solved with a one-size-fits-all answer - it is dependant on your specific project. If you edit your question and provide more details on your specific problem, then perhaps we can help with your problem of scale and ...


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 ...


9

Let's rephrase this: would it be OK for the musician to take your game and sell it along with his song as long as he mentioned you somewhere in the "About" page? Without even asking you? I did not think so. Since you are creating copyrighted works yourself now, I suggest you spend an hour browsing wiki on the subject of Copyright and then Trademarks to ...


8

If the artist has entered into an agreement with a royalties collection agency - whether for the recording, or the songwriting - then you can't use their music without a licence from the relevant agency or agencies in order to use the music. This is because the artist has assigned their rights to the collection agency, and is no longer legally allowed to ...


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, ...


7

This is all going to depend on how capable you are as an audio machine and what your budget is. If you do it yourself, you can either find some tools that let you generate sound effects or you can record your own from coconuts or something. If you try recording your own I would highly recommend you try renting or borrowing some nice audio equipment, since ...


7

Just to add to some of the existing answers. As many have already pointed out, using a copyrighted song without securing a proper sync license would be considered a copyright infringement and can get you into trouble. Getting sync license for a popular song can be pretty pricey or even impossible (unlike mechanical licenses, sync licenses are not compulsory ...


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 ...


7

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 ...


6

This is a very interesting question. To analyze music, it is important to know exactly how one song differs from the next. Of course, music is a very abstract art field with a lot of incomplete and conflicting opinions and elements, but here is a short list of things that are generally agreed upon as making one song different from the next: Tempo/Rhythm. ...


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

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

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

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 (docs) 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

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 ...


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

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

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.


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