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People always talk about art and programming and game dev and there's threads and generals for them, but why do people rarely discuss music creation? How do you learn to make music?
Music production is pretty self-explanatory. You have stuff that generates sound like your oscillator and then most other is used to shape that sound like a filter, LFO, etc. Sequencing is how you arrange a song. It's really not that difficult or in depth.
Replies: >>248989 >>263774
>>248986
Art is pretty self-explanatory. You have stuff that makes lines and colors like your brush and then most other is used to shape that color like transforms, filters, etc. Layers are how you arrange a picture. It's really not that difficult or in depth.
Replies: >>249003
>>248984 (OP) 
You mess around and make noises that sound cool. I don't take anything seriously and do everything for fun thats what it's about.  If you want to be a musician it is an actual lifestyle at the end of the day, unless you have enough fun to where you can really embrace and live it every single day it's whatever. 

So just be cool have fun and don't worry about it. I don't think it takes more than lots of lots of work on practice, talent and luck that people actually like your shit.
Replies: >>248993
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>>248984 (OP) 
Oh silly Anon tell me truth. What you really want is for me to spoonfeed you books like the little pampered boy you are don't you dear?
>>248991
>it is an actual lifestyle
There's people like Eric Barone and Toby Fox who make their own music for their videogames. I doubt they could fit in the art and programming skills and time to make videogames into their lives if music was their lifestyle, but their music is still considered some of the best in indie games.

>have fun and don't worry about it
I get what you're saying, but imagine giving this advice to someone who's trying to learn art or programming.

>>248992
Are you supposed to learn from books? Seems like a strange place to learn music from.
Replies: >>248995
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>>248993
>Are you supposed to learn from books?
If you're asking about the technicalities involved with the software that makes the music. Yes.
If you're presenting a philosophical question like "What is music?" "Why do people like one composition over another?". Maybe.
Replies: >>248996 >>248997
>>248995
I did not know boondocks had a Japanese dub I feel like that should not exist.

>>248984 (OP) 
the only way you can learn anything really other than doing the same thing again and again until it's stuck inside your head until 15 years later it's deleted from your memory bank.
FUCK AROUND AND FIND OUT
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>Eric Barone and Toby Fox
Actually, now that I think of it, the music in their games is probably elevated by the fact that they convey the desired emotion correctly. Since the same person made the game and the song, the music fits into the game's atmosphere very accurately, so it becomes very emotional and memorable. Then again, being able to convey the right mood is a skill too.

>>248995
Learning how to use software is easy, but when I try to make music I always get lost in the sauce trying to produce the sounds I want or find the right samples. I'll forget whatever idea I had in mind before I can get the right sounds, and by the end of the day I feel like I've accomplished and learned nothing.

The only thing I know how to learn are chords, I could just start memorizing them, but I don't know what I would do with them. I dunno, maybe I would know what to do with them if I was familiar with them.
>>248989
Painting and drawing take a lot more technical skill than music production. Music production is probably at the same level of difficulty as learning the ins and outs of an RTS game. There are free DAW's that you can go in and try out right now.
Replies: >>249010 >>249080
Here's a free softsynth:
https://vital.audio
You will unironically learn a lot just from messing around. 

This website has a series of quality articles that will teach you everything you need to know about what you'll find in a synth and/or DAW (Digital Audio Workstation). 

https://www.perfectcircuit.com/signal/learn-synthesis

I swear it's not hard.
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>>249003
I have a feeling that you're comparing apples to oranges. When you act like music is easy, you're talking about the music equivalent of pic related. I can say that "art is easy" while thinking of something like this, it looks kinda nice and it's easy to do, but there's no intentionality or story or meaning or goal to it, it just looks nice.
Replies: >>249012
>>249010
Not really. I'm talking specifically about music production - not playing guitar, violin or anything technically demanding like that. You need to learn the functions of the vast array of tools at your disposal, but once you've done that, it's not difficult to get into programming some basic tracks and as you do that more and become more familiar with your tools, you will naturally progress. You're going to start at pic related, but getting to the music production equivalent of the Sistine Chapel is a much shorter and easier journey than painting or drawing. 

Here's a free DAW:
https://ardour.org

I'm being serious. Music production isn't hard.
Here, I'll try and explain some basic things. 

Usually if you have a traditional synth, whether physical or digital, you have one or more oscillators. Oscillators is what produces your starting sound. You can generally switch between square, saw and triangle waveforms. 

From there, you will run the sound through a filter. A filter is what it sounds like, it filters out part of the wave and leaves the rest. This is one of the ways you shape a sound. 

You also have an LFO (low frequency oscillator). Short explanation is that this also shapes the sound, just differently than the filter. Everything works in conjunction and nothing is in isolation. 

You'll have effects like distortion, reverb, delay and so on. Again, you're just further manipulating the sound that is coming from the oscillator or wavetable. That's what music production is, manipulating sound. It's a sequential process and it all flows together very naturally. 

Finally, when you have a sound you like, you will either program it into a sequencer or play it with MIDI depending on what equipment you're using. If you want to see how easy it is, just start programming drum beats and you'll quickly get the hang of it.
Replies: >>249017
>>249015
I excluded envelopes because they're a little more technical, but I'll try and explain those, too. Envelopes are what you use to manipulate the time of your sound. So, if you want something to play for a long note or a short note, or to play quickly or drawn and things of that nature, that's where envelopes come in. You can take a sound and make it long and spacey or short and dense with an envelope. It's an oversimplification, but hopefully I'm conveying the idea sufficiently.
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How should one go about making GBA music? I'd like to give it a try but I'm too retarded to know where to start.
>>249021
https://famistudio.org

Close enough.
Replies: >>249103
if the fucker that made undertale can do it, it really must not be that hard
>>249021
Like with all music involving a soundchip: You get a tracker that can write music that talks with sound chip. Here's a popular one for learning how those things even work: https://milkytracker.org/
There is one for GBA specifically. That thing is however probably older than you and there is really stinky looking multichip tracker called Furnace on shithub.
Replies: >>249103
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Today I actually had a dream where I was composing music with some random software (we have telepathy, zzzbros???) and it actually sounded pretty sick but I forgot what it actually sounded like so maybe it was just an existing song that I've already heard but in my dream my brain considered it as an original one created by me.
Replies: >>249050 >>308843
>>249049
cuckchan is back you know? it's time for the mentally handicapped like you to fuck off
Replies: >>249084
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>>248992
I give you Zzzchan Gold for that cute GIF, sir.
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>>249052
That image is so old, that guy probably either trooned out or died already.
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>>249054
>The image is so old
I made it a few minutes ago in GNU Image Manipulation Program, sir.
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>>249055
Oh excuse me. I forgot the Trivium became esoteric knowledge.

The source image you shooped over in a amateurish fashion is so old, that the plebbitor depicted probably either trooned out or died already.
>>248984 (OP) 
Step 1: Install REAPER (https://www.reaper.fm/)
Step 2: Hyperventilate at complicated UI immediately and give up on learning any of it.
Step 3: ???
Step 4: Fail
Step 5: Disguise failure as success.

And that's how you become a music artist, anon.
Replies: >>249078 >>256433
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>>249060
I have to say this about Reaper is that, yes, you don't just jump in and start clicking random buttons and banger comes out (like in fl studio), but it's still way better daw from my experience. You just need to make channel/synths presets yourself for "quick start", shit's working on modular logic with how routing is handled
For example here is image on how to make comb filter by using empty bypass channel and all-pass-filter channel as makeshift delay to introduce comb effect
Reaper full of quirks like these where you have to manually route your fx to get basic features that others daws come with
It's definitely not for beginners
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>>249003
Yet AI took over paintings before it took out music. And it still struggles with writing. Difficulty should be judged from how fast AI able to replicate it. Writing indirectly related to music (especially lyrics) and AI apparently sucks at writing classical, so that still makes music a bit more human, while paintings basically done for and artists in hard cope mode now
Replies: >>249160 >>308850
>>249050
Point out what exactly is wrong with that post, brainiac.
Your delusional one-liner looks much more fitting for cuckchan.
>>249025
>>249043
Thank you anons, I will give these a try. I appreciate music that sounds good on limited hardware, the GBA is one of my favorite platforms for that kind of thing.
>>248984 (OP) 
Fuck around in beepbox or its forks, deconstruct others' tracks (they're linked in the bottom of those sites), learn music theory and genre specifics to understand wtf if the difference between what you do and the tracks you like
After you want to do more complex stuff, get into some DAW like LMMS
It's a relaxing hobby and is easier to restart after a hiatus, compared to drawing. It's why my time 99/1 drawing/music production
>>249021
beepbox et al
I did lots of MMZ style tracks in it. You can even make custom wave chip instruments to get the soundfont right
Replies: >>256433
>>249078
Oh yeah it's a great DAW, especially given the superior price, but the learning curve is real and so is the tendency for many a first-time user to flounder instead of properly learning. But I was also just shitposting a bit.

>>249080
Only shallow paintings. If you are trying to create true art where your painting has an actual story, message, or impression it's trying to convey, AI falls short again. The problem is that most drawings are vapid "this looks cool" shit and AI slop can totally compete with that.
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>>249160
>The problem is that most drawings are vapid "this looks cool" shit 
most drawings don't even reach that (reflected in aislop). what survivorship bias and dunning Kruger crack you smoking
I fart into a mic anf remix it
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>>249277
Go back to 4chan.
>>248984 (OP) 
There's already some decent advice in this thread about software, but I want to mention the other half of learning to make music, which is theory. Unfortunately I don't know much about the theory myself and I can't recommend any good resources for it since I haven't really found any yet.
When you're composing, you're not ultimately bound by any theoretical rule if you don't want to be, but as with most any art it helps a lot to know the rules before you break them, so that your deviations from convention are done intentionally to achieve a particular effect. It's like if you were a painter or other visual artist, it would help to practice drawing a naturalistic human figure a lot and study anatomy so that you can accentuate or understate features on purpose instead of haphazardly.
Somebody in the thread mentioned GBA music, and this is one of those places where the hardware and software intersect with the theory. Since the GBA sound chip is limited in things like number of channels, some of the composers for GBA games deliberately composed music in a way to work with that limitation.
Replies: >>251940 >>251965
I've tried learning music before but totally failed. When I practice something, I like to dedicate myself to it, but I haven't had the means to do that with music. I'm crushed when I have the motivation to practice but I end up going to a job instead. If I were to study it again, it would just cause me stress. Being able to make music would be cool but at the same time, I doubt that I would like it that much. Releasing music would likely entail nameniggering. I have no means of working with a group. I doubt that I would be able to create something like my favorite music, especially since it's made by groups and has female vocals. The Japs are able to get paid for making that stuff, that's not possible here. Studying music would only be for me and I'd never share it with anyone. I doubt it's worth dedicating myself and studying something that's only for my entertainment.
>>248984 (OP) 
Music is the easy part. Zun could not even draw but he was good at the music for example.
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>>251902
>  which is theory. Unfortunately I don't know much about the theory myself
I wonder if this could help OP. It contains a section about classic music theory.
>>251902
>Unfortunately I don't know much about the theory
I will explain it, it's
A B C D E F G letters, and
1 2 3 4 5 6 7 numbers
each number can go down and up, resulting in flat and sharp
chord is combination of numbers 1 3 5
minor chord is same combination but with lowered 3, like 1 b3 5
sometimes a chord can have number 7, like 1 3 5 7 for major 7th
or 1 b3 5 b7 for minor 7th
and 1 3 5 b7 for dominant 7th
with this information you should be able to make any chord anywhere you want, because remember, it doesn't matter where the 1 3 5 is placed (high on keyboard or low on keyboard), as long as it's 1 3 5 it makes it a chord
one octave is "8" basically same as 1
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>>251965
in fact, one more thing. the letters part actually irrelevant and is constraint. this is why you often see in "more professional music" people writing letters as roman NUMBERS, still numbers you see, so like
I II III IV V VI VII
or i ii iii iv v vi vii
this is because chord names don't matter, it's the pitch intervals, the numbers that matter
>>249078
Do you have any guides/resources you'd recommend?
>>249060
Ye olde "I meant to do that" routine, I see.

>>249118
>beepbox et al
What's all this, anon?
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I think ((( music theory ))) is bogus and that the realist kind of music comes from soul searching.
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>>259679
I quit making music after I learned theory, so it's absolutely true that theory ruins your creativity. With theory you can't just allow yourself to write basic chords you accidentally made into lo-fi hip-hop beat anymore. Now you feel the need to sprinkle Em9 to D#7b13 and Dm6/9 passing chords left and right
Replies: >>263582
>>248984 (OP) 
>How do you learn to make music?
Buy a recorder flute or ocarina :^)
You should also learn music theory.
I suggest that you try learning milky tracker if you don't want to buy any instrument.
>>259750
That's an unfortunate truth of creative endeavors in general. When you know too much about the subject matter your thinking becomes rigid and derivative instead of experimental and exploratory and you usually wind up producing worse shit. In videogames for instance, you often find that people who are trying to copy an established genre or format of gameplay are more likely to make a shitty game than people who are just trying to make a fun game however works. I know there are some directors who look down on anyone who studied how to direct in film school precisely because all that theory becomes a filter between the director and the real world inspiration they ought to be drawing from, producing a more hackneyed or uninspired film as a result. In videogames too, people who are most interested in applying the gameplay design in terms of existing videogames tend to be the ones who produce the most uninspired garbage that mysteriously tends to flop or underperform because at some point they lost track of what makes games fun.

The trick is to be able to put that shit out of your mind and think freely, going back to the ideas of "wouldn't it be awesome if?" and experimenting openly. The goal of any creative endeavor is never to achieve whatever fucking orthodox theory exists for it, but rather to make something good and worthwhile, so feel free to ignore the rest in pursuit of just trying to develop a feel for how to do that. If you need a crutch to get you in that headspace, being lightly buzzed (alcohol, yay) can really help. There's a point where you are just uninhibited enough to think freely and not yet so uninhibited you start to do dumb shit.
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>>248986
you are a cartoon character from the 80s
>bro its just an oscillator and LFO what dont you get
>to a 5 year old
>>248996
There are also Jap dubs of other cartoons like South Park and Simpsons, and they have their own fanbases for westoons over there. It's pretty strange, because a lot of these shows are based on referencing or making fun of decadent modern western culture. Do Japs watch these cartoons to learn about westoid (jewish) culture or something?
Replies: >>284096 >>289712
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>>263582
How do you put yourself in the mental state of being creative?
>>267493
personally i drink whole milk and then chug a gallon of water and then throw my shit at a wall seeing how much of it sticks but thats just me everyone has their own ways, don't get discouraged
>>267493
Spend a lot of time doing something you like, then think of how you would make it better.
>>267493
If you're asking about creativity as in the mindset of making as opposed to copying, some of it requires theory of mind (the ability to mentally put yourself in someone else's shoes), but really you need to be able to go back to the idea of what it means to make something good and how you would go about achieving that. Some of it will probably involve doing the same things others are doing, but there is a big difference in understanding why it's done and using it appropriately as opposed to just copying someone else and figuring it'll work great for you because it worked for them. Furthermore, there is a difference between the question "How do I make something that's good?" and "How do I copy something that is good?" but a lot of lazy thinkers do the latter when trying to answer the former.

If you're just looking for sources of inspiration to be creative, nature and people around you work if you pay attention and quietly and serenely take in the environment around you, and so does just looking at evocative digital art or listening to music that gives you a certain feel for atmosphere and then asking yourself "how do I build that out? how do I breathe life into that impression and where I want to take it?" and then you'll have some pretty good stuff to work with. Mostly, try to soak in some kind of sense of atmosphere and life and build it out in your creative endeavor, I say. It's more about developing the mood and sense of (emotional) environment you get from it than copying the structure as a source for creativity. I honestly like the ImagineFX magazine because a lot of the digital art works wonders for being atmospheric and giving you ideas.
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>>267564
Thanks.
Replies: >>269758
>>269598
You're welcome.

And to elaborate a little bit, the bit of theory of mind that is most useful is the ability to understand how a regular person who has not experienced your creation and has no idea what you were thinking will try to approach your creation and what their experience and impressions would be. Empathy for ignorance and innocent curiosity, I suppose you could call it. That's an important skill when it comes to bridging the gap between your imagination and the impression of the person on the receiving end. A simple way to practice this is to read real-world diaries, non-fictionalized autobiographical stories, etc. Another is to simply take time people-watching and just try to understand how people are feeling. And yet another method is to hone your self-reflection by taking a day and just spending that day imagining your life and memories from when you were youngest to the current day and just looking at yourself in your mind's eye. You've definitely lived long enough to fill up one day with such serious recollection and reflection. This is basically developing the ability look at yourself in the mirror through your mind's eye and with that ability to reconcile an outside perspective on yourself with the inner perspective you must've had you can also gain a better inner perspective on others. You don't need to understand their life stories or what must've happened in their day. It's just about trying to mentally develop a feel for other people's state of mind, their mood, and how they probably feel about doing things or how they would probably look at things in that moment.  That's how you train empathy.

Now back to the subject of the mindset of making, basically you want to develop a feel for what the end result should be like and work on building it out from the ground up. You conceptualize whatever important quality (or qualities) you want to bring out and try to let that guide you as you build out whatever you're making. And then you ask yourself how do I make this feel good? How do I craft that experience? And everything is malleable in service to that and it'll involve experimentation. You don't have to be rigid and do things the way others have done it, but you can also copy what others have done if that fits well and produces something good (that is the important part). Just make sure to keep your eye on the ball of your own creative vision as you do it (but it's more than fine to adjust your creative vision if you keep getting better ideas along that way - unless you're the kind of person who'll get bogged down into a forever project or endless restarts that way). That's the difference between being creative and derivative, I suppose.

And I'm quite serious about stuff like mood music and evocative art (as does stuff like rainymood) working wonders for giving you an impression, a mental environment of mood and what kind of life that feels like, that you can really breathe life into as a creative endeavor. There's much more than that that you can draw inspiration from of course. It gets easier the better you get at developing a feel for things and and a feel for life in its varied contexts and forms. Honing empathy helps also, when you get a feel for how people experience emotional, physical, social, etc. environments. There's a lot of depth in the human experience, after all.

Hope that helped and made things a bit clearer. I'm kind of explaining general creativity here which makes it harder to avoid being vague.
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>>269762
bro you're not insightful and you're getting validation from some absolute loser who gets advice from imageboards
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>>269785
Wrong thread?
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>>269790
if you're using proprietary vsts, then it's right thread
>>269785
At least I'm trying to make a qualitypost, unlike you who derives validation from shitting on and discouraging others.
>>259679
That's true of most creative endeavors, tbh. Music, film, game design, etc. People who make shit based on theory end up being hopelessly derivative and stale.

>>267564
>>269758
tl;dr: You need to understand what it's like to make shit from the ground up, how to figure that shit out from first principles, if you want to do creativity right.
Replies: >>274858
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Yeah.
>>274838
I can give better and more concise advice. Go back. Literally and figuratively, don't be afraid of doing basic things again just because you know something more advanced
>>248992
It'd be nice if you posted some books, yeah.
>>248984 (OP) 
Learn some music theory and then put it to action in any DAW, tracker or notation software.
Is there a guide that lists musical instruments and what their properties and pros and cons are? What is a good instrument for someone that is averse to making any sort of noise that can be heard by other people, a keyboard with headphones? Are electric wind instruments any good or are they just easily breakable proprietary junk? What is a good resource for sheets, or are you stuck ear copying if you don't want to drop shekels?
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>>275410
as a jazz main, ear copying is the best. all you need is the key and you just go. people who listen to music don't care for 1-to-1 sheet recreation, if it's famous arrangement, then all it needs is the lick that's recognizable and is signature of the song, but rest just falls together on improvisation
>>275410
The great thing about a keyboard is that you can pretty much use everything you know about theory directly. The keyboard is laid out exactly like the notation.
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>>263947
>It's pretty strange, because a lot of these shows are based on referencing or making fun of decadent modern western culture. Do Japs watch these cartoons to learn about westoid (jewish) culture or something?
Bump for the question.
guis guis i think 7b9 chord finally clicked with me! always found it weird, but it's fantastic actually, much smoother than hendrix chord counterpart
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>>284160
oh! oh! i know why! because that b9 resolves into 5th of first degree chord when played in second inversion, so... chromatically! that's why it's awsummm
>>263947
They're just good shows, especially the original seasons. If you'd watched the first few seasons of Simpsons you would understand. The current Simpsons seasons are no good but in the glory days it was extremely popular for good reason. The same goes for South Park.
>>248984 (OP) 
Could someone post some fucking URLs or book names that'd help with this shit?
Replies: >>290426
>>290279
If I had some I would. I went looking for open-access music theory textbooks at one point but came up empty.
If you want to learn about how synthesizers and effects work, the LMMS documentation has explanations for how many of the built-in effects work. https://docs.lmms.io/user-manual/
>>248984 (OP) 
Someone teach me the forbidden voodoo of sound spatialization.

LISTEN TO THIS: https://www.youtube.com/watch?v=v6ng_bGozSo
Replies: >>295306
If creating music is anything like programming, there's no way you'll find any good resources on it except by searching extremely deeply, and finding obscure, niche communities dedicated to it. It takes real dedication to do that. Most music makers are not interested in sharing their secrets. The West is culturally destitute and you're risking your safety by making anything other than demoralizing propaganda. It's not natural for a population so large to produce so little good content, it's being ((( suppressed ))).
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>>295160
It mostly just sounds like panning to me, though maybe there's more to it. I closed my eyes for a bit while listening to see if I could tell from the sound whether it was supposed to be in front of or behind the viewer but I already had looked to see the character so I don't think it was a good test. From the YT comments, it looks like there's something special about the sound card used?
Replies: >>308842
>>295216
>there's no way you'll find any good resources on it except by searching extremely deeply, and finding obscure, niche communities dedicated to it.
This is not really true. You can get music theory texts at many bookstores with no trouble at all, and if you know your theory you can just listen to a piece and know what's happening, it's "open-source" automatically in that way. Most music is like a lot of other art in that it's mostly about recombining existing elements in creative ways. You can just look on youtube for things like this: https://inv.nadeko.net/watch?v=-IyBwwMkw90 -- it's not perfect but it'll give you a place to start on a lot of the elements you're hearing in songs of a given type.
Music.
>>295306
Yeah but Creative Labs sued Aureal Semiconductor into the ground. Mind you, Creative lost the lawsuits for patent infringement and it turned out Creative was actually infringing Aureal patents, but Aureal ran out of money to keep paying lawyers, so they went belly-up, then Creative bought Aureal in bankruptcy court. What a bunch of fucking cunts.
>>249049
We ar aryan brothdr saaaar
>>249080
>AI took over
>how fast AI able to replicate it
There is a big difference between "AI can replicate it" and "normalcattle are spamming it everywhere". There have been good music models before stable diffusion got super popular, the only difference is that normies aren't into musical slop as much as visual slop because you still gotta listen to AI music for a few minutes while you can glance at an AI image for 0.5s, hit like, and keep scrolling so obviously content farms will prefer to pump out the latter.
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>How do you learn to make music?
complete beginner here, I have no idea of what I'm doing but I will try to explain what I've learned.
A song has 4 layers, drums, bass, chords and melody.
Drum and bass changes song's texture and velocity, if you want a slower song, you use a full note, if you want a fast song you use 1/8 or 1/16 of a note.
Drum gives your song a rhythm.
I have no idea what chords do, but without them the song doesn't feel right; at least one of the chords must be in the same note as your bass, if your bass is on C one of the chords must also be on a C, bass on C2, chords on C3 or C4. 
Melody is the voice of the music, the part of the song that gets stuck in your head, you don't need melody to make a song.

>Step 1
Create 3 instruments, one for the melody, one for the chords and one of the bass
>Step 2
Open the piano roll, select a scale, select a note, and then mark that note for the scale you selected.
>Step 3
On the bass instrument, pick one note from the marked scale, and repeat the same note for the 4 bars.
>Step 3
On the chords instrument, select a major or minor chord in the piano roll, place the notes one level or two levels above the one used in the bass, if bass uses C2, go for C3 or C4, keep one note in the same note as the bass and the others place them above or below following the scale you previously selected
>Step 4
On the melody instrument, disable the chord options, and then pick the notes from the selected scale following some kind of pattern

Good job you got a song, I hope.
Replies: >>322180
>>249021
GBA uses both samples and a synthesizer, so there's a lot more variation from game to game in how it's made. If you want the samples, you'll need the GBA ROM and you can extract all the audio samples into a sound font using GBAMusRiper: https://www.romhacking.net/utilities/881/ That'll let you make new music tracks that sound like the GBA game you like.

If you want an actual GB-ish synthesizer, you can buy a nanoloop - https://nanoloop.com/ - but probably you'll be using a software solution like DefleMask: https://www.deflemask.com/

Trackerboy exists to create GB and GBC chiptunes: https://www.trackerboy.org/
Famitracker exists to create NES chiptunes: http://famitracker.com/
If you want more modern shit there's MilkyTracker: https://milkytracker.org/

Probably you could get some help from the GBATemp forums, since it seems like they do some homebrew GBA stuff there: https://gbatemp.net/forums/nintendo-gba.339/
>>311728
>if your bass is on C one of the chords must also be on a C
wait til he learns reharminization
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