Using royalty-free music in your games

Discussion of tools and resources for game developers

Post » Mon Feb 23, 2015 4:04 pm

Thanks for that link. Didn't know about Scirra's store.

Are you talking about AudioJungle, exceeding the 10.000 'copies'? As far as I could make out of their terms is that such applies to games that are being downloaded, like from Steam for example. I could be wrong though, gonna email them to be sure. AudioJungle sure has top notch work and the pricing is low compared to other (crappier) sites.

In any case, breaking 10.000 plays/downloads of your game appears to be tough, judging from what people on the forum say, so if you do get it done could one consider a game to be succesful? If so, then paying an extra (double price) license isn't much I guess, considering your game plays will soar anyway. But that might be perhaps a bit too much on the optmistic side.

I think we don't have much choice - I guess we just need to work hard on our games, and make sure their worth playing, hopefully covering audio costs. Honestly I don't think anything like $5 soundtracks exists that also have a full commercial license. Would you? Create one-time tracks for $5? Take into account that the maker put his life's hours in, maybe even bought special equipment, and share revenue with the channels that distribute their tracks. When you start to take that into account then some sites offer seriously good tracks at a bargain.

Making games is basically a business model like any other. Maximize profit and minimize effort. Not saying we should make crappy games, but rather learn to work efficiently and earn enough to make profit so that audio won't be an obstacle anymore, since we can cover the costs with revenue.

I'm thinking for my games, is to start simple, not try to get everything perfect where it's not possible. If you go to AudioJungle you can see how many times a track has been downloaded. Choose the one's with a lower price, that still have low downloads. What are the odds that if a track has been downloaded three times that it will be used in a game, and if so, a game similar to yours, plus, would that person even remember that soundtrack? Maybe he played that game a half a year ago never to remember it again. Heck, who says the track has even been put to use and wasn't an impulsive buy?

- R
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Post » Mon Feb 23, 2015 6:02 pm

Games on Google Play are also downloadable, aren't they? And I do believe that it's possible to achieve 10.000 downloads if your game is really good. Personally, no matter what I do I try to do it as perfect as possible. When it comes to creating graphics for my game, I make details even where a player won't notice them easily. Also, I just can't draw a small piece of background and then copy/paste it a few times and let it repeat itself. I like everything original, unique, different from each other. So and the music in my games. I like it to match the mood of each level. I can't choose any soundtrack and then say, "Oh, this one sounds not bad and also it's cheap!". I always choose music that will match my game's mood. And often it means hiring a composer.
But I think you're right when you say that players probably won't recognize a soundtrack if they heard it somewhere else before (this thought came to my mind a few times before). The only reason it can happen is if the track was heard in a popular game. But then again, developers of popular games usually hire a composer.
So, I think the best solution for indie developers is to start with royalty free music and then, in case of success, use the money from game sells to hire a composer for the next big project.
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Post » Wed Mar 11, 2015 6:00 pm

Message: Jim8Bit is not yet permitted to post plain text URLS (300 rep required). 1 URLS removed. Why?
As of now, Jam Lamb (stock music site) does not have those restrictions.

There are a few nice pieces here:
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Post » Wed Mar 11, 2015 6:28 pm

Here is the link I believe https://jamlamb.com/ . But these are bit much imo for what he is looking for. Majority is $15 and up.

http://www.jewelbeat.com/ is 2.99 per track. They even have free ones where you of course have to credit them for usage. They have alternate version of tracks and let you get all of them for $4.99. Or entire album for $9.99.

Their license is here http://www.jewelbeat.com/static/license.php
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Post » Wed Jun 03, 2015 5:18 pm

lol u guys want exclusive muic for low price.. like u want to get much money from ur games and pay so few to the composer thats not fair at all... if u want something special then u should pay good and pay fair to what u need.. dont be greedy
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Post » Wed Jun 03, 2015 5:29 pm

Rudi55 wrote:Thanks for that link. Didn't know about Scirra's store.

Are you talking about AudioJungle, exceeding the 10.000 'copies'? As far as I could make out of their terms is that such applies to games that are being downloaded, like from Steam for example. I could be wrong though, gonna email them to be sure. AudioJungle sure has top notch work and the pricing is low compared to other (crappier) sites.

In any case, breaking 10.000 plays/downloads of your game appears to be tough, judging from what people on the forum say, so if you do get it done could one consider a game to be succesful? If so, then paying an extra (double price) license isn't much I guess, considering your game plays will soar anyway. But that might be perhaps a bit too much on the optmistic side.

I think we don't have much choice - I guess we just need to work hard on our games, and make sure their worth playing, hopefully covering audio costs. Honestly I don't think anything like $5 soundtracks exists that also have a full commercial license. Would you? Create one-time tracks for $5? Take into account that the maker put his life's hours in, maybe even bought special equipment, and share revenue with the channels that distribute their tracks. When you start to take that into account then some sites offer seriously good tracks at a bargain.

Making games is basically a business model like any other. Maximize profit and minimize effort. Not saying we should make crappy games, but rather learn to work efficiently and earn enough to make profit so that audio won't be an obstacle anymore, since we can cover the costs with revenue.

I'm thinking for my games, is to start simple, not try to get everything perfect where it's not possible. If you go to AudioJungle you can see how many times a track has been downloaded. Choose the one's with a lower price, that still have low downloads. What are the odds that if a track has been downloaded three times that it will be used in a game, and if so, a game similar to yours, plus, would that person even remember that soundtrack? Maybe he played that game a half a year ago never to remember it again. Heck, who says the track has even been put to use and wasn't an impulsive buy?

- R

for me a sound track is a huge mark for a game and a theme song of a game can stay in my head forever and i can remember the game by just listening to it.. who dont remember mario theme song or mortal kombat or red alert. even mobile devices games like Subway Surfers ??? come on theme song is so important and impressive for every game as well as sfx it engraves the fingerprint of the game and atmosphere and environment in gamer head
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Post » Fri Jun 19, 2015 9:05 am

WildLion1 wrote:
Rudi55 wrote:Thanks for that link. Didn't know about Scirra's store.

Are you talking about AudioJungle, exceeding the 10.000 'copies'? As far as I could make out of their terms is that such applies to games that are being downloaded, like from Steam for example. I could be wrong though, gonna email them to be sure. AudioJungle sure has top notch work and the pricing is low compared to other (crappier) sites.

In any case, breaking 10.000 plays/downloads of your game appears to be tough, judging from what people on the forum say, so if you do get it done could one consider a game to be succesful? If so, then paying an extra (double price) license isn't much I guess, considering your game plays will soar anyway. But that might be perhaps a bit too much on the optmistic side.

I think we don't have much choice - I guess we just need to work hard on our games, and make sure their worth playing, hopefully covering audio costs. Honestly I don't think anything like $5 soundtracks exists that also have a full commercial license. Would you? Create one-time tracks for $5? Take into account that the maker put his life's hours in, maybe even bought special equipment, and share revenue with the channels that distribute their tracks. When you start to take that into account then some sites offer seriously good tracks at a bargain.

Making games is basically a business model like any other. Maximize profit and minimize effort. Not saying we should make crappy games, but rather learn to work efficiently and earn enough to make profit so that audio won't be an obstacle anymore, since we can cover the costs with revenue.

I'm thinking for my games, is to start simple, not try to get everything perfect where it's not possible. If you go to AudioJungle you can see how many times a track has been downloaded. Choose the one's with a lower price, that still have low downloads. What are the odds that if a track has been downloaded three times that it will be used in a game, and if so, a game similar to yours, plus, would that person even remember that soundtrack? Maybe he played that game a half a year ago never to remember it again. Heck, who says the track has even been put to use and wasn't an impulsive buy?

- R

for me a sound track is a huge mark for a game and a theme song of a game can stay in my head forever and i can remember the game by just listening to it.. who dont remember mario theme song or mortal kombat or red alert. even mobile devices games like Subway Surfers ??? come on theme song is so important and impressive for every game as well as sfx it engraves the fingerprint of the game and atmosphere and environment in gamer head


That's exactly what I'm talking about! And your post about being greedy... I'm not! I understand how hard work it is to compose an original soundtrack. It's just we're talking here about indie developers that don't have much to pay, especially if they are just starting and not quite sure about their app's future. But of course, if I was sure about my app, I wouldn't mind paying as much as the composer asks!
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Post » Fri Jun 19, 2015 2:14 pm

You can also try to make them yourself in FL Studio or an online composer like soundation. Just start with some sample cd's and rearrange music loops or buy some midi packs and put them in software vst's like Massive or Nexus.
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Post » Fri Jun 10, 2016 9:21 am

Message: betayogi can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Hello, This article http://www.thegeekinfo.com/2016/06/how-to-find-royalty-free-music.html music might be helpful :)
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Post » Sun Jul 31, 2016 2:36 am

Message: jersey cat can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Here's a site for free music http://www.freemusicpublicdomain.com/
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