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Subway track (jazzy)

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Enjoy! :D

www.nikolas-sideris.com/AGS/subway.mp3

Piano: pianoteq

Bass: Orange tree sample Pear bass (upright)

Guitars: Longshadow (a friend of mine)

Trumpet: The trumpet (samplemodelling)

Drums: Superior Drums (toontrack)

For a game I'm working on...

Before anyone asks: It loops (and it's fine on ogg format, but not mp3), so no questions on the ending, please! :)

  • Author

I don't think I've ever done this before but:

BUMP!

Oooh!

It's great Nikolas - I love the weirdly ethereal minimalistic texture you get here. The chompy piano comping kinda gets in the way of that for me though... (What I mean, is: the piano chords on every beat are relentless, and a bit overbearing for the texture you're aiming at). Perhaps thinning out that voice a bit would help alleviate the sense of being softly bonked on the head. (UNLESS, you really wanted to instill a solid sense of pulse and tempo - but I don't think you did) ...

The little piano tinkles and harmonics-eerie-creepies are super-cool - great effect and overall I expect with the visuals of the game this'll be pretty happening!

:thumbsup:

(Sorry I missed it yesterday ;) )

Nikolas,

This is awesome. I love these types of pieces, which is odd since I don't generally like nor do I play jazz. However, I instantly saw the subway type scene. The lonely (depressed?) traveler, the flickering lights, shots of other passengers... very evocative. Well done!!

-Andrew

For "concert music", I think this would be a bit too "smooth" for my taste, but for a game: Perfect. There should be more video game music like this. Robin may have a point though concerning the fullness of the piano sound (and the other sounds as well): I also could imagine this piece very well with a slightly thinner sound, at least in certain parts of it, maybe regarding the fullness of the instrumentation, maybe the chords, but maybe also just the audio treatment, i.e. perhaps somewhat less reverb? - Unless you feel you need that amount of reverb to get the "subway" feeling, which may be so. (Of course, you also just could make the reverb time long but use more of the dry signal, to give the impression of a room with lots of reverb, but still being relatively close to the musicians. But I guess it depends on the setting of the game whether that would be appropriate.)

But another thing regarding reverb/spatialisation: Like in some other piece of yours I commented on (was it Chocolate?) I find the trumpet to sound much more distant than the other instruments, whereas the piano sounds very close. Maybe it's just a question of balance? Have you tried making the piano slightly more quiet?

Anyways, those are just tiny details.

  • Author

I think you both are right for the piano sound. I think I'll change it to something lighter, or thin out the texture a little, indeed. Could also be that it needs a tiny bit more reverb.

This is one of the very first tracks composed and mixed in my new studio, so I'm still getting accustomed with the new sound... ;)

Thanks for listening. And Gardnener? You're right it's too... smooth for concert hall, but I think that it's almost too challenging for a computer game. Thank god for the game designers who have allowed me to do such tracks, instead of the mainstream rubbish! ;)

Rawrr and stuff.

!

You write awesometastic music!

I love jazz music.

Good job!

Hey! What kind of game do you make?

I want to write music for my own game too (I use 3d game studio)...but I'm in a very early stage hehe...

  • Author

Thanks for the kind words Wendel.

Norby: I don't "make" computer games, I work in the industry (like Nathan). We don't create the games, we write music for games... The game we're talking about here is an advanture game (retro styled).

Hope it makes sense!

oh, I understand...Anyway I recently wrote music for a game too...I hope it will be released soon (the guy still have to find a sponsor, but its a nice flash game...)

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