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    <channel>
        <title>Seba&#39;s Music Making Project</title>
        <link>https://music.seba-geek.de/</link>
        <description>Sebas Music Making Project</description><language>en</language><managingEditor>music-blog@seba-geek.de (Sebastian Lohff)</managingEditor>
            <webMaster>music-blog@seba-geek.de (Sebastian Lohff)</webMaster><copyright>All rights reserved</copyright><lastBuildDate>Fri, 17 Apr 2026 02:33:50 &#43;0200</lastBuildDate>
            <atom:link href="https://music.seba-geek.de/index.xml" rel="self" type="application/rss+xml" />
        <item>
    <title>0037. 39C3 Hotline Jingle</title>
    <link>https://music.seba-geek.de/0037-39c3-hotline-jingle/</link>
    <pubDate>Fri, 17 Apr 2026 02:33:50 &#43;0200</pubDate>
    <author>music-blog@seba-geek.de (Sebastian Lohff)</author>
    <guid>https://music.seba-geek.de/0037-39c3-hotline-jingle/</guid>
    <description><![CDATA[<p>This was made in 20 minutes during the <a href="https://www.ccc.de/en/updates/2025/39c3-power-cycles" target="_blank" rel="noopener noreffer ">39C3</a>.
During the Congress we started an impromptu telephone hotline called &ldquo;Fountain of Wisdom&rdquo; to answer
each and every question our loyal customers had. Of course a proper phone hotline needs a waiting
jingle and this is what I came up with on short notice. For the voice bits I originally wanted to do
proper recordings (&quot;<em>Dude, at least go and find a quiet room</em>!&quot;), but then I ended up recording them
with my smartphone via Signal voice messages in a loud room - it was just funnier this way.</p>
<figure>
    <audio controls preload="metadata" src="/music/0037. 2025-12-28 39C3 Hotline Jingle.mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>0037. 2025-12-28 39C3 Hotline Jingle.mp3</figcaption>
    
</figure>


]]></description>
</item>
<item>
    <title>0036. Space Calling (GMTK2025)</title>
    <link>https://music.seba-geek.de/0036-space-calling-gmtk2025/</link>
    <pubDate>Sat, 30 Aug 2025 16:32:07 &#43;0200</pubDate>
    <author>music-blog@seba-geek.de (Sebastian Lohff)</author>
    <guid>https://music.seba-geek.de/0036-space-calling-gmtk2025/</guid>
    <description><![CDATA[<figure>
    <audio controls preload="metadata" src="/music/0036. 2025-08-21 Space Calling (GMTK2025).mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>0036. 2025-08-21 Space Calling (GMTK2025).mp3</figcaption>
    
</figure>


<p>It&rsquo;s game jam time again (or better said: it was)! For the <a href="https://itch.io/jam/gmtk-2025" target="_blank" rel="noopener noreffer ">GMTK2025 Gamejam</a> we submitted the
game <a href="https://elaneus.itch.io/space-calling" target="_blank" rel="noopener noreffer ">Space Calling (which you can play on itch.io!)</a>. One
game, four team members, four days. The jam&rsquo;s theme was &ldquo;<strong>Loop</strong>&rdquo;.  Initially, we struggled a bit
with the topic, but after a longer brain storm phase and me playing some good old
<a href="https://en.wikipedia.org/wiki/Tyrian_%28video_game%29" target="_blank" rel="noopener noreffer ">Tyrian</a> (<a href="https://github.com/opentyrian/opentyrian" target="_blank" rel="noopener noreffer ">OpenSource
port</a>), we opted for writing a rhythm-based vertically
scrolling space fighter. The lore is simple: You (the player) are asleep, dreaming of a space
journey and everything tries to wake you up. You can read more about the dev journey with Godot in
<a href="https://gesche.dev/posts/space-calling/" target="_blank" rel="noopener noreffer ">Gesche&rsquo;s blog</a>.</p>
<p>With this game we wanted to make the music a bit more interactive. The idea was that certain enemy
types have their own songs and that the music changes a bit based on where the player is in the
game. So I went ahead with a really simple 4-bar 3-chord base for the whole track (C, Eb, F), which
<em>loops</em> again and again and again<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>. Based on that progression I started with a simple bass, some
pads (which didn&rsquo;t make it into the game) and then began writing small themes that could be
layered on top of this.</p>
<p>Different enemies / objects got their own theme this time. The music also tries to mimic their
movement (or the enemy got its movement pattern from the music, depending on if we created
enemy or music first - it&rsquo;s a game jam after all).
During the jam we got more locked in with the &ldquo;dreaming / wakeup&rdquo; theme, so I started writing some
short adaptations of commonly known smartphone alarm sounds. After I asked everyone in the group to
play me their phone alarm, I started adapting them to the chord progression of our main theme (I
also added some from memory and some from a very weird &ldquo;smartphone default ringtone&rdquo;-YouTube
search). This was very fun to do but I could <strong>not</strong> get these themes out of my head again. The
first time I took a longer break from the jam it took me <em>three hours</em> to not have the &ldquo;modified
Sony Xperia alarm sound&rdquo; playing in my head. Anyway, we chose to use the alarm sound snippets for
pop-up notifications during the game to distract the player from their game.</p>
<p>Mixing-wise this was the first time, that I didn&rsquo;t just export a fully mixed master track for use in
a game. I exported Stems instead, meaning that I exported one audio file for each track. These
tracks can then be mixed together inside the game, depending on what is currently happening -
interactive music! We had two versions for bass and for drums (depending current stage) and then the
previously described shorter snippets for enemies and notifications. We also had a game-over alarm
sound. Now, in this blog I have one track per blog post, so I had the pleasure to mix everything
into one single track, showcasing all the themes that I have written and ending it with the
game-over alarm. Feels a bit like making an OST (Original SoundTrack), but in a very limited way.</p>
<p>We played around with Godot&rsquo;s interactive music classes. Originally we wanted use multiple
<code>AudioStreamInteractive</code> - one for each group of music we had. One for the drums, one for the bass,
etc. and then define transitions between the individual tracks. The problem was, that we needed to
sync the different <code>AudioStreamPlayer</code>s. No problem we thought and put the <code>AudioStreamInteractive</code>s
into one <code>AudioStreamSynchronized</code>. This worked (i.e. produced music) but then there is no way to
switch to the next track! We either needed to get a playback of <code>AudioStreamInteractive</code> (which we
can&rsquo;t, as they&rsquo;re not exposed from <code>AudioStreamPlaybackSynchronized</code>) or find another way to set a
parameter on <code>AudioStreamInteractive</code> (which only works if it is the parent stream). So we ended up
putting all our music into one <code>AudioStreamSynchronized</code> and adjust the volume as needed. Definitely
not as fancy and no native transition support, but it worked well enough and we managed to stay
under the 32 stream limit. To correct this shortcoming I opened up a <a href="https://github.com/godotengine/godot-proposals/issues/12957" target="_blank" rel="noopener noreffer ">Godot Engine
Proposal</a> and submitted a
<a href="https://github.com/godotengine/godot/pull/109381" target="_blank" rel="noopener noreffer ">patch</a>.</p>
<p>All in all this was a very fun game jam. Rating-wise we got <a href="https://itch.io/jam/gmtk-2025/rate/3767359" target="_blank" rel="noopener noreffer ">#437 in
Audio</a><sup id="fnref:2"><a href="#fn:2" class="footnote-ref" role="doc-noteref">2</a></sup>, which is nice, but in the end I got way more
out of playing the other participant&rsquo;s games and talking to them via comments. It definitely
motivates me to make more games.</p>
<p>So, this time I didn&rsquo;t write as many different tracks as for the last game jam, but I ended up
writing a much more diverse and interactive music track. Godot itself also has a wide variety of
audio effects, which would make interactive music even more interesting, so that&rsquo;s something I want
to look into sometimes in the future.</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Because of the topic! Loops! Get it? ;)&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
<li id="fn:2">
<p>437 out of 9597!&#160;<a href="#fnref:2" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></description>
</item>
<item>
    <title>0035. A Towering Victory (GMTK2024)</title>
    <link>https://music.seba-geek.de/0035-a-towering-victory-gmtk2024/</link>
    <pubDate>Thu, 05 Sep 2024 00:44:25 &#43;0200</pubDate>
    <author>music-blog@seba-geek.de (Sebastian Lohff)</author>
    <guid>https://music.seba-geek.de/0035-a-towering-victory-gmtk2024/</guid>
    <description><![CDATA[<figure>
    <audio controls preload="metadata" src="/music/0035. 2024-08-20 A Towering Victory (GMTK2024).mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>0035. 2024-08-20 A Towering Victory (GMTK2024).mp3</figcaption>
    
</figure>


<p>This song was written as part of <a href="https://elaneus.itch.io/tower-up" target="_blank" rel="noopener noreffer ">Tower Up</a>, our GMTK2024 entry.
See the details about the development <a href="https://music.seba-geek.de/0033-all-systems-go-gmtk2024/" rel="">in this post</a>.</p>
<p>As the deadline of the jam was nearing, the voices around me grew stronger that told me that &ldquo;the
victory screen really really could use something, <em>anything</em> the player could listen to, just so it
wouldn&rsquo;t be the only quiet part of the game. So, short and sweet, this track took me about 30
minutes to make and was finished one hour before the original game jam deadline.</p>
<p>I started out with a gallop with the vibe of a fanfare and added a victorious™ lead to it. I added
some extra fill-leads later on to make it a bit more majestic and then looped the hell out of it.
Originally, I wanted to change the track parts depending on how high the player built their tower,
but it ended up costing too much time (and as the AudioStreamInteractive broke anyway, it didn&rsquo;t
matter to much).</p>
<p>Anyway, last game jam track. It was a lot of fun to compose stuff for a specific purpose and seeing
all of the music combined with the SFX in a game!</p>
]]></description>
</item>
<item>
    <title>0034. The Unnerving Castle Shop (GMTK2024)</title>
    <link>https://music.seba-geek.de/0034-the-unnerving-castle-shop-gmtk2024/</link>
    <pubDate>Thu, 05 Sep 2024 00:28:27 &#43;0200</pubDate>
    <author>music-blog@seba-geek.de (Sebastian Lohff)</author>
    <guid>https://music.seba-geek.de/0034-the-unnerving-castle-shop-gmtk2024/</guid>
    <description><![CDATA[<figure>
    <audio controls preload="metadata" loop src="/music/0034. 2024-08-19 The Unnerving Castle Shop (GMTK2024).mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>0034. 2024-08-19 The Unnerving Castle Shop (GMTK2024).mp3</figcaption>
    
</figure>


<p>This song was written as part of <a href="https://elaneus.itch.io/tower-up" target="_blank" rel="noopener noreffer ">Tower Up</a>, our GMTK2024 entry.
See the details about the development <a href="https://music.seba-geek.de/0033-all-systems-go-gmtk2024/" rel="">in this post</a>.</p>
<p>I started out with a Vital &ldquo;fifth&rdquo; bass (meaning the bass always plays an additional fifth to the
tone I&rsquo;m playing) and composed a short syncopated bass line. Then I added a short repeating filler
and a wild drum line. The drum&rsquo;s didn&rsquo;t work <em>at all</em>, so I removed most of it until they didn&rsquo;t
sound like they were in the way.</p>
<p>So, I ended up with a rather boring repeating piece and it needed <em>something</em>. I searched through my
Vital presets and re-discovered the sample&amp;hold presets I made (see/hear <a href="https://music.seba-geek.de/0013-party-computer/" rel="">Party Computer</a> and <a href="https://music.seba-geek.de/0019-angry-db-computer/" rel="">Angry D&amp;B Computer</a>). After
some playing around I ended up with the slowly developing lead you&rsquo;re hearing now. I then turned its
volume down until it isn&rsquo;t too much in-your-face.</p>
<p>I think the song serves well for selecting upgrades.</p>
]]></description>
</item>
<item>
    <title>0033. All Systems Go (GMTK2024) &#43; Tower Up Game</title>
    <link>https://music.seba-geek.de/0033-all-systems-go-gmtk2024/</link>
    <pubDate>Wed, 04 Sep 2024 23:18:12 &#43;0200</pubDate>
    <author>music-blog@seba-geek.de (Sebastian Lohff)</author>
    <guid>https://music.seba-geek.de/0033-all-systems-go-gmtk2024/</guid>
    <description><![CDATA[<figure>
    <audio controls preload="metadata" src="/music/0033. 2024-08-18 All Systems Go (GMTK2024).mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>0033. 2024-08-18 All Systems Go (GMTK2024).mp3</figcaption>
    
</figure>


<p>I participated in the <a href="https://itch.io/jam/gmtk-2024" target="_blank" rel="noopener noreffer ">GMTK2024 Gamejam</a> with the topic &ldquo;built to
Scale&rdquo;. We entered with our game <a href="https://elaneus.itch.io/tower-up" target="_blank" rel="noopener noreffer ">Tower Up</a>, a
vampire-survivors-like game, where you operate a small robot that works hard to scale up a tower
while constantly being attacked by crabs and other enemies (the <a href="https://elaneus.itch.io/tower-up" target="_blank" rel="noopener noreffer ">itch.io page</a>
has a far better description). We achieved overall place 3184 of 7626 and place 2032 in enjoyment!</p>
<p>For this game, I focused myself on making sound effects and music. While it wasn&rsquo;t my first time
making music for a game, this was the first time I actually tried to do some SFX for a game. So, in
the game, you can enjoy:</p>
<ul>
<li>sounds of me making dying sounds (when an enemy is hit)</li>
<li>sounds of keys against metal bowls (when the robot is hit)</li>
<li>some small chords with reverb all the way (when buying upgrades)</li>
<li>annoying seventh intervals (when the battery is nearly empty)</li>
<li>some wooshes (power-ups)</li>
</ul>
<p>While making sound effects was a lot of fun, I at some point had a bassline in mind that didn&rsquo;t want
to leave my head and that is how &ldquo;All Systems Go&rdquo; started. I then added a beat and just started
jamming with my keyboard to it until I had a decent enough lead and recorded it<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>.</p>
<p>Originally, I had multiple versions of this song, which I then put into a Godot
<a href="https://docs.godotengine.org/en/stable/classes/class_audiostreaminteractive.html" target="_blank" rel="noopener noreffer ">AudioStreamInteractive</a>,
that then progressed through the parts and looped the right ones, so I wouldn&rsquo;t have to &ldquo;compose
out&rdquo; everything and the engine does the work. 5 minutes before the deadline we learned that this
feature was broken (the music lagged, it was no fun to listen to and kinda destroyed our gaming
experience). Luckily, the game jam got a one hour extension, so I re-rendered all the music that
was originally dynamic into one big piece for each track and repeated the sections that needed
repeating. Not as cool, as originally planned, but working was better than broken. This version
didn&rsquo;t work well for the blog post (as it was pretty long), so I, again, re-rendered the project,
added some fading out and here we are.</p>
<p>When I first proposed to put the track from this post into the game, it was deemed to be &ldquo;too
energetic&rdquo;, especially if you only have a few enemies around. So I sat down again and made a second
version that is now playing for the first few tower sizes: It&rsquo;s basically the same song, but the
bassline is way way less jumpy and this version only contains the first lead, not its progression.</p>
<figure>
    <audio controls preload="metadata" src="/posts/music/0033-all-systems-go-low-energy.mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>All Systems Go - Low Energy</figcaption>
    
</figure>

<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Actually, recorded it multiple times. Looping in combination with reapers &ldquo;take&rdquo; system is
really convenient for picking the best take or merging some until you&rsquo;re happy with what you&rsquo;ve
done.&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></description>
</item>
<item>
    <title>0032. Synth Wave Basics Try Two</title>
    <link>https://music.seba-geek.de/0032-synth-wave-basics-try-two/</link>
    <pubDate>Sat, 13 Jul 2024 12:26:11 &#43;0200</pubDate>
    <author>music-blog@seba-geek.de (Sebastian Lohff)</author>
    <guid>https://music.seba-geek.de/0032-synth-wave-basics-try-two/</guid>
    <description><![CDATA[<figure>
    <audio controls preload="metadata" src="/music/0032. 2023-06-30 Synth Wave Basics Try Two.mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>0032. 2023-06-30 Synth Wave Basics Try Two.mp3</figcaption>
    
</figure>


<p>&hellip;I kinda forgot about this track! <strong>DUN DUN DUN DUUUUN</strong> I found it in a group chat, where I
apparently showed it to some friends. And with this I also have my first sequence break, where a
track with an earlier date has a higher number than its predecessor<sup id="fnref:1"><a href="#fn:1" class="footnote-ref" role="doc-noteref">1</a></sup>.</p>
<p>This track was written as part of the &ldquo;let&rsquo;s try to do something that is loosely related to synth
wave&rdquo; project about a year ago. Listening to it again now, it does have some synth wave elements
(like the bass!), but other than that is way too cheerful.  Not that that&rsquo;s a bad thing, just not
very synth-wavey. Also not enough tom toms. Are you even allowed to make synth wave without
overloading it with tom toms these days?</p>
<div class="footnotes" role="doc-endnotes">
<hr>
<ol>
<li id="fn:1">
<p>Not that anyone would think twice about this. Or contemplate to change the whole numbering to
fit into the earlier scheme. Nooo&hellip;&#160;<a href="#fnref:1" class="footnote-backref" role="doc-backlink">&#x21a9;&#xfe0e;</a></p>
</li>
</ol>
</div>
]]></description>
</item>
<item>
    <title>0031. Dramatic (short pattern)</title>
    <link>https://music.seba-geek.de/0031-dramatic-short-pattern/</link>
    <pubDate>Wed, 20 Mar 2024 01:30:32 &#43;0100</pubDate>
    <author>music-blog@seba-geek.de (Sebastian Lohff)</author>
    <guid>https://music.seba-geek.de/0031-dramatic-short-pattern/</guid>
    <description><![CDATA[<figure>
    <audio controls preload="metadata" src="/music/0031. 2024-01-28 Dramatic (short pattern).mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>0031. 2024-01-28 Dramatic (short pattern).mp3</figcaption>
    
</figure>


<p>The last track that I made at the January gamejam - a dramatic synth-entry! As I rarely use
automations and also often forget that I can actually use FX other than instruments on my tracks I
decided to make a track in which I could give my lead a more dramatic entry by having a lowpass
filter open slowly as the lead is introduced. Mix it with a dramatic bass and you have a somewhat
dramatic demo-track.</p>
]]></description>
</item>
<item>
    <title>0030. Spacebit loop</title>
    <link>https://music.seba-geek.de/0030-spacebit-loop/</link>
    <pubDate>Wed, 20 Mar 2024 01:22:17 &#43;0100</pubDate>
    <author>music-blog@seba-geek.de (Sebastian Lohff)</author>
    <guid>https://music.seba-geek.de/0030-spacebit-loop/</guid>
    <description><![CDATA[<figure>
    <audio controls preload="metadata" loop src="/music/0030. 2024-01-28 Spacebit loop.mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>0030. 2024-01-28 Spacebit loop.mp3</figcaption>
    
</figure>


<p>Short loop, which sounds like &ldquo;space&rdquo;! And, that&rsquo;s it. This was also one of the tracks that I made
at the gamejam I participated in, though it had not much to do with the actual topic. I just had fun
playing around with this.</p>
]]></description>
</item>
<item>
    <title>0029. Heist Game Main Menu</title>
    <link>https://music.seba-geek.de/0029-heist-game-main-menu/</link>
    <pubDate>Sat, 09 Mar 2024 18:37:41 &#43;0100</pubDate>
    <author>music-blog@seba-geek.de (Sebastian Lohff)</author>
    <guid>https://music.seba-geek.de/0029-heist-game-main-menu/</guid>
    <description><![CDATA[<figure>
    <audio controls preload="metadata" src="/music/0029. 2024-01-28 Heist Game Main Menu.mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>0029. 2024-01-28 Heist Game Main Menu.mp3</figcaption>
    
</figure>


<p>I composed this piece as part of a gamejam. One of the three topics was &ldquo;heist&rdquo;, so I tried to do a
main menu theme for a heist game.</p>
<p>For this track I decided to start out with a pizz contrabass for the bass line and a shaker for
setting the mood. This foundation is then accompanied by several other instruments I deemed
heist-worthy. I&rsquo;ve been told the trumpet ensemble gives the track more of a medieval touch, but you
can&rsquo;t make everyone happy at once. ;)</p>
<p>This time I didn&rsquo;t use vital. Everything was sourced from <code>sfz</code> files in combination with the sfizz
plugin. I used samples from the <a href="https://github.com/sgossner/VSCO-2-CE" target="_blank" rel="noopener noreffer ">VSCO-2-CE / VS Chamber Orchestra Community
Edition</a>.</p>
<p>This was also the first time I did a composition with a clear time limit while being in the same
room with a lot of people working on their own stuff. The combination of constant music playing
outside and people talking was more challenging than anticipated. Maybe it was also part of the
problem that everyone else was not composing music, so the audio channel was used for other things.
So the next time I&rsquo;ll do something like this I&rsquo;ll either talk to the group beforehand about my needs
or will bring headphones that do a better job at shielding against outside noises. It was still a
pretty fun experience, but I was very much exhausted afterwards.</p>
]]></description>
</item>
<item>
    <title>0028. Don&#39;t get cocky now (highscore)</title>
    <link>https://music.seba-geek.de/0028-dont-get-cocky-now-highscore/</link>
    <pubDate>Sat, 09 Mar 2024 16:33:16 &#43;0100</pubDate>
    <author>music-blog@seba-geek.de (Sebastian Lohff)</author>
    <guid>https://music.seba-geek.de/0028-dont-get-cocky-now-highscore/</guid>
    <description><![CDATA[<figure>
    <audio controls preload="metadata" src="/music/0028. 2024-01-28 Don&#39;t get cocky now (highscore).mp3" type="audio/mpeg">
    </audio>
    
        <figcaption>0028. 2024-01-28 Don&#39;t get cocky now (highscore).mp3</figcaption>
    
</figure>


<p>In my mind this is the soundtrack for a level-completed screen, where you can see your highscore
pulsating to the beat of the music. The &ldquo;glidy&rdquo; lead should bring across a &ldquo;haha, I still made it,
against all odds!&quot;-vibe.</p>
<p>I probably could have done better on the synth on the fake organ pattern, but&hellip; eh. Finally made
some music again. :)</p>
]]></description>
</item>
</channel>
</rss>
