RPG Maker 2 Music Creation Guide v1.2 In-Depth FAQ Contact Information: Obliviondragon@rpgmmag.com v1.2 Contents 1. Update Information 2. General Information 3. Treble Clef>RPGM2 Transposition 4. Timing to Create Songs 5. What to expect in the next update. 6. Thanks 7. Copyright Information ***---------------------------------------------------------*** *** Update Information *** ***---------------------------------------------------------*** v1.0: Base guide, details on transposition and "flute" notation. v1.1: A great deal more information on octaves and notation. A section on timing has been added as well. Transposition charts completly recomposed to include lower octaves. v1.2 Added Quite a bit on timing. Just about all information that may be needed to create great sounding music is now in the guide. ***----------------------------**---------------------------*** *** General Information *** ***----------------------------**---------------------------*** Treble Clef: ---------------------------------------------- ---------------------------------------------- --------------------o------------------------- ---------------------------------------------- ---------------------------------------------- The note on the above music staff is a "B Natural" No matter what instrument is being played, the note is called the same, and the above note will always be B natural. The often misunderstood concept is that although it is the same note on any instrument, it will not sound alike. This is because the instruments are in different keys. Here's a handy transposition chart. I have given each note a "classification #", so finding the same number in each scale will give you the exact same pitch. Concert Pitch (Flute, all mallets, oboe, all keyboards, C-tin whistle, C-Trumpet) -------------------------------- C C# D D# E F F# G G# A A# B C -------------------------------- 1 2 3 4 5 6 7 8 9 10 11 12 13 -------------------------------- B-FLAT INSTRUMENTS: (Bb Clarinet, Bb Trumpet, Soprano Sax, Tenor Sax, Baritone (T.C) --------------------------------- D D# E E# F# G G# A A# B B# C# D --------------------------------- 1 2 3 4 5 6 7 8 9 10 11 12 13 --------------------------------- E-FLAT INSTRUMENTS: (Alto Clarinet, Alto Sax, Eb Horn, Baritone Sax, Eb Tuba (T.C.) ---------------------------------- A A# B B# C# D D# E E# F# G G# A ---------------------------------- 1 2 3 4 5 6 7 8 9 10 11 12 13 ---------------------------------- F-INSTRUMENTS: French Horn -------------------------------- G G# A A# B C C# D D# E F F# G -------------------------------- 1 2 3 4 5 6 7 8 9 10 11 12 13 -------------------------------- By comparing the numbers of each note, you can now easily transpose between these instruments. EX: A classification # of 1 for F-Instruments is G A classification # of 1 for E-Flat Instruments is A The pithes of these two notes will be the same because they have the same classification #. ***------------------------***--------------------------------*** *** Treble Clef>RPGM2 *** ***------------------------***--------------------------------*** Alright! This is where the fun begins! In this section Im going to show you how you can transfer notes from the treble clef into notes on RPGM2. Basically, what this means, is if you know how to read music, you can program a lot of pretty cool music. If you have sheet music, you can most likely create the music in RPGM2. First, a quick intro before we get down to buisness. Looking back to the charts above, you will notice that there are notes numbered from 1-13. Each of these notes has a counter-note on RPGM2. This is managed by manipulating the pre-recorded RPGM2 Instrument sound effects. By varying the pitch of the notes from -12 to 12 in RPGM2, a great variety of songs can be created. You must be aware though, that there are certain limitations on this type of music creation. For example, only a few instrument sounds are avaliable, but most people should be able to make due with this. The music will still sound good, but just not orchastra quality. Alright, on to the stuff you actually want to hear about :p You will probably recognize the table below. The second row is the upper-octave pitch in RPGM2 that is equal to the concert pitch. The third row represents the lower-octave pitch in RPGM2 that is equal to the concert pitch. Let me explain octaves really fast for you non-music people. Both the pitches 0 and -12 are the note "C" but they are one octave apart. Both of the notes sound the same in terms of pitch, but the -12 pitch is an octave lower. The Following chart is true for all of RPGM2 preloaded instrument sfx. How to use the chart: Look above the the charts where I first gave the classification numbers. Find the specific note you want to play, and in which key, and then match it up with its classification number. Return to this chart and find the same classification number. Under this number is the pitch you will need to use in RPGM2 to get the same tone. -------------------------------------------------- Classification #: 1 2 3 4 5 6 7 8 9 10 11 12 13 -------------------------------------------------- RPGM2 Upper-Octave: 0 1 2 3 4 5 6 7 8 9 10 11 12 -------------------------------------------------- Lower octave: -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 -------------------------------------------------- Although RPGM2 has quite a few more instruments to choose from, the above information should be enough to get you started on creating notes. More info on each instrument will be availiable in the next update. ***------------------------------------------------------------*** *** Timing operations for Creating Songs *** ***------------------------------------------------------------*** One cannot simply just string notes together carelessly and hope to have created an outstanding piece of music to rival Peer Gynt. You have to understand the basics of music the be able to program a nice sounding melody in RPGM2. Music is composed of a huge variety of Notes and Rests, each lasting a certain amount of time, depending on the speed of the music. For Example: If a piece of music is in 4/4 time, that means that there are 4 beats a measure. A whole note takes up 4 beats. A half note takes 2 beats, A Quarter Note takes 1 Beat. An Eighth Note takes 1/2 of a beat. A Sixteenth note takes 1/4 of a beat, and so forth. For each of the notes I described, there is also a rest. During the period of a rest, nothing occurs but silence. The exact oposite of a note, but counted in the same way. The implement the right length that the notes and rests should be, you must use a wait command in RPGM2. An average whole note would be about a 80F wait time in RPGM2, as would a whole rest. To create a whole note/rest: When you get into scripting, select the sound you want to use by selecting the sound effect and setting the pitch. After you insert the sound effect into the switch, select Other>Wait and then select 80F. This will make your note wait the appropriate amount of time. A rest is done in the same way, BUT the wait will not follow a note, you script a wait time of 80F and nothing more. The same process can be used to create Half-Notes,Quarter-Notes,Eighth Notes etc. but the wait time you program will vary. For example, use the above process but substitute the following wait times: Dotted Half Note/Rest (3 counts): 60F Half Note/Rest (2 Counts): 40F Dotted Quarter Note/Rest (1 1/2 Counts): 30F Quarter Note/Rest (1 Count): 20F Eighth Note/Rest (1/2 Count): 10F Sixteenth Note/Rest (1/4 Count):5F You should be able to use this data, and your new knowledge of the notes that can be used in RPGM2 to create some pretty interesting stuff. I am going to see what I can come up with and you can bet I will have loads of sample tunes in the Next Update! ***------------------------------------------------------------*** *** What to expect in the next update. *** ***------------------------------------------------------------*** An Abundance of Sample Tunes Questions and Answers Full Detailed Coverage for all of the pre-recorded instruments. ***------------------------***--------------------------------*** *** Thanks *** ***------------------------***--------------------------------*** Lord Ixzion and the RPG Maker Magazine: http://www.rpgmmag.com The RPG Maker Pavilion http://www.rpgmpavilion.com For help with transposition charts and explinations: http://www.geocities.com/Athens/Marble/9607/transpose.htm For musical Scores: David Cadle and Jody Dunn, Crestview High Big Red Machine Also, thanks to enterbrain for such a great game and Agetec for localizing RPGM2 ***------------------------------------------------------*** *** Copyright Information *** ***------------------------------------------------------*** Copyright 2003 Justin Stephens. This guide may only be posted on the following sites: Gamefaqs RPG Maker Pavilion RPG Maker Magazine IGN If this guide is seen on any other site without my permission, please contact me at obliviondragon@rpgmmag.com All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.