Producing music for League Of Legends

BananaOwned·6/14/2015, 10:20:12 PM·2 votes·577 views

Hi , I'm Rayan , a guy who loves making music and playing LoL , i know , by my luck , no one is gonna read this , but i really hope so. I've been producing electronic music , and i always felt that it would suit into a game pretty nicely if synced well , so i had this idea of changing the tempo of the music as you cast your abilites , for example , there is an intro to the song (farming , not doing that much) when you approach an enemy some layers are gonna be added to the music , when you hit the enemy there is gonna be a build up and the BPM rises up to the moment you kill the enemy where the song is gonna drop. I know that the main problem is the quality of the sound , because stretching of course would cause issues , quality wise ; so why not implement a simplified version of a synthesiser to produce the sound as the game goes , something like a vst in a DAW would do. Of course it's going to take time to implement such a complex system but i think it would add a lot more to the gaming experience . I could work for the music if you would like to , i would love to make music for a game i personally play for a year now.

Hoping in your response rito :P Rayan.

1 Comments

MLDzXnRRR6/19/2015, 4:23:32 AM1 votes

Realtime synthesis will be too taxing for the cheap computer configuration + the sound will be raw and harsh without EQ and Reverb processing. The best sounding virtual instruments use more CPU (and RAM for the sample based realistic sounds like orchestra, band instruments etc) than League. Usually you want to export the stems of the tracks, then mix them, then export the raw mix for mastering. This is done for resource saving.