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The above is just a screenshot of the video.
I thought I'd be able to use Patreon's new video hosting service for it, but apparently it's not ready for NSFW content creators yet, regardless of the actual video content.

Instead, if you wanna see/hear the music in action, you'll have to follow this link: https://www.dropbox.com/s/2pln2o3rvyvgbi1/Music%20Demo%201.mp4?dl=0

This is more of a teaser/explanation than a pure demo, so please forgive my constant commentary. While you're at it, forgive my constant pauses and general slowness, because talking over the ever-changing music turned out to be a lot more difficult than I expected.

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For those who'd rather not watch the video, a summary:
I finished composing/mastering the primary default background song for the game, and it's largely implemented into chapters 1 and 2 so far. Like all music in the game, it is divided up into separate audio files (separate instrument tracks) that are layered together and played at the same time. This allows me to fade in and out pieces based on stuff.

In this case, each character in the game (Eric, Stella, Kelly, Amy, Julie, and Flin (sorta)) gets their own track that plays when they're introduced to the story. These all layer together, creating many possible combinations of mixes.

Since the order of events is somewhat randomized in LLRR, this means two different runs can have somewhat different mixes of background music for short periods, which I think is neat. Cool, even.

I regularly fade parts in and out based on the events going on, which (hopefully) keeps the music generally fresh even though it's the same song playing all the time.

I am going to compose several more songs, but I don't expect I'll actually need to write that many.

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One thing I didn't say in the video is that EQ-ing this shit was super difficult.  I don't consider myself to be good at mastering/mixing, which is a very underrated set of skills that many musicians lack. I have some friends who ARE good at it and I've gotten some advice from them, but it's no substitute for experience.
Anyway, you'll traditionally perform audio mastering on each individual instrument (and even each type of drum hit), and THEN you'll perform overall noise limiting/attenuation/EQ and other shit on the mix as a whole, too.

I don't get to do that final step, because I'm never exporting the mix as a whole. So just cut me some slack before you come at me like "Hey Flin, what the fuck, the noise compression during the chorus should definitely be a ratio of 1/4 instead of 1/2 when it goes above X decibels when everything's layered together, come on man."
Like I'm sorry, alright.

Anyway, please enjoy.

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