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How to Compose 16-bit Super Nintendo Music in a DAW 

Steven Melin
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How to compose 16-bit Super Nintendo music? Let's explore the software and tools needed.
#snes #supernintendo #16bit

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13 сен 2024

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Комментарии : 136   
@StevenMelin
@StevenMelin 2 года назад
✅ Join the VGM Alliance Waitlist Now (+ FREE Instant Download of my Guide "Secrets to my 6-Figure Video Game Music Business" ($17 value): videogamemusicalliance.com
@JoshTrue-xt9bf
@JoshTrue-xt9bf 4 месяца назад
What is the vst name?
@StevenMelin
@StevenMelin 4 месяца назад
@@JoshTrue-xt9bf these are stock Logic Pro instruments - the plugin is called EXS24. This was several years ago, so I’m not sure if that still exists!
@sofik9931
@sofik9931 4 года назад
Nice! Finally found a video that actually tells you how the produce the sounds and not just "look how I compose" kinda video. Thanks (:
@zeableunam
@zeableunam 4 месяца назад
I was just about to say your piano sounds like Chrono Trigger & u brought it up!
@scrowfunk8109
@scrowfunk8109 Месяц назад
You're so talented at playing. The fact you can go from playing single notes to something that sounds instinctively like music is so impressive to me
@El_MVRK
@El_MVRK 4 года назад
Awesome video. This really needs more views, super useful!
@StevenMelin
@StevenMelin 4 года назад
I'm glad this is helpful! Thanks - I'm in the process of updating my channel thumbnails, titles, & descriptions. A ton of my videos (including this one) have fallen victim to the new RU-vid algorithm. I'm knocking out about 5 video updates per day, so in time I'll have my entire channel updated and fresh for 2020 :)
@hiiambarney4489
@hiiambarney4489 4 года назад
Damn Steven, your live playing is immaculate! Really beautiful! Thanks for the solid tips as well!
@StevenMelin
@StevenMelin 4 года назад
I blame my piano performance degree 😅
@willycalderonofficial
@willycalderonofficial 3 года назад
Hey, great video! Found this jewel, while doing some research. It’d be wonderful if you could do a tutorial on the sounds from DKC 2, which of course you know, is probably the most technically advanced score in the SNES because of how David Wise programmed everything. It’d be great to emulate the sounds with your help!
@StevenMelin
@StevenMelin 4 года назад
Have you tried composing in the SNES style yet?
@gavinpeters9531
@gavinpeters9531 4 года назад
Just got a hold of Koji and Snesverb, also been playing with making my own effects chain to let me play other sounds in SNES style.. Have been playing a Yamaha PSR-2 (old 90s FM preset keyboard) into the FX chain, having loads of fun! What's your favourite SNES soundtrack? Mine has to be Secret of Mana!
@StevenMelin
@StevenMelin 4 года назад
@@gavinpeters9531 That's awesome! You know I love both Koji & Super Audio Cart. In more recent years I've enjoyed creating my own SNES sample libraries for projects. One of these days I'll have to release these as commercial libraries :) I'm deeply influenced by many SNES soundtracks. My top 3 off the top of my head: Secret of Mana, Earthbound, & Donkey Kong Country 2. Final Fantasy VI is a close runner up.
@justanotherpiccplayer3511
@justanotherpiccplayer3511 4 года назад
Need to get to grips with a daw first but I plan to
@paxhumana2015
@paxhumana2015 4 года назад
@@StevenMelin , have you ever considered covering the Stevie Wonder/Red Hot Chili Peppers song of "Higher Ground" with the Chrono Trigger sound font, out of curiosity?
@NACHOZMusic
@NACHOZMusic 3 года назад
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dvumNZM0x5w.html, thanks for the awesome guide!!!!
@shmorgley5618
@shmorgley5618 Месяц назад
So easy to understand and interesting, great work thank you
@andrew_stamps
@andrew_stamps 2 года назад
Remember to limit your maximum number if concurrent playing notes to eight, there are sections where you have as many 16 sounds playing at once that's more like PS1 N64 or Nintendo DS territory.
@josephdolor8569
@josephdolor8569 Год назад
Eight notes for the whole track? Does it apply to the tracks as well? I mean, 6 or 8 tracks for the whole piece or there can be more than 8 instruments as long as they're not playing more than 6 o 8 notes simultaneously?
@andrew_stamps
@andrew_stamps Год назад
@Joseph Dolor the snes could swap out instruments on its 8 channels on the fly. So you can have more than 8 tracks, if it's easier for you but if you want more authenticity, make certain notes aren't playing on more than 8 of them at once and that more than 8 notes aren't playing at once
@josephdolor8569
@josephdolor8569 Год назад
@@andrew_stamps Great! Thanks for the response! The track limit got me a bit confused since I wasn't sure if having more than 8 instruments is okay as long as not exceeding the voice count.
@efrainjoelpereira3158
@efrainjoelpereira3158 3 года назад
Thanks i love super nintendo music, and i never knew why thats sounds very special!!!
@papahuge
@papahuge 4 года назад
7:17... Chrono Trigger detected.
@StevenMelin
@StevenMelin 4 года назад
Ha! Good catch. I adore CT.
@MRREVILOable
@MRREVILOable 7 месяцев назад
Honestly.. You just saved me! I've been looking forward to converting my instruments to 16bit chiptune... Honestly.. You saved me.. Thanks alot bro
@zeroshadow6803
@zeroshadow6803 3 года назад
i looove the sound of that harp it has a magical feel to it and the ambiance is dreamy :)
@joaquinglantz350
@joaquinglantz350 2 года назад
This is closer to PS1/N64 music than SNES in quality tough.
@FizzyMcSoda
@FizzyMcSoda 3 года назад
Very informative, I been looking for other videos on to create those kind of sounds, thanks a bunch! There are 4 other things also that can make your samples sound SNES like. 1: All samples on the cartridges were recorded in Mono sound. 2: The sample rate of the recorded samples varied greatly from sample to samples. Some were recorded even as high as 16khz (usually drum samples, and that's because drum samples had to be recorded higher hz rates, and then be downsampled to 16khz in order to retain their crisp sound). When the samples are played back in real time on the machine the final mix is played back in Stereo at 32khz. 3: The 8 channels were also Monophonic, (only one note allowed at a time). So when a new note is played it'd also cancel any said reverb on said channel. To take advantage of this, composers would often end specific sounds early, (brass/woodwinds/etc) to let that delay echo be heard. Also, I bet these effects would sound great on some old fashioned MIDI synths like Yamaha S-YXG50 vsti. I'm pretty sure some of the games way back when used some of those samples. If you use FL Studio, then Fruity LSD with the Microsoft GS Wavetable Synth isn't a bad choice for these kind of effects either.
@StevenMelin
@StevenMelin 3 года назад
Great tips, thanks!
@nyanpasu64
@nyanpasu64 2 года назад
> So when a new note is played it'd also cancel any said reverb on said channel. To be more precise, note echo (kinda like reverb) extends past the end of a note, but the note's release tail is interrupted by the next note.
@prodbyeclipse
@prodbyeclipse 3 года назад
could be a mario & luigi overworld theme
@swiceguy2871
@swiceguy2871 4 года назад
Excellent research. Thank you so much for this.
@StevenMelin
@StevenMelin 4 года назад
I’m glad this is helpful!
@siddharthprasad7805
@siddharthprasad7805 4 года назад
Dude this is awesome. Thanks so much for sharing
@StevenMelin
@StevenMelin 4 года назад
I’m glad this is helpful! Check out the full course: www.screenmusicacademy.com/p/game-composers-guide-to-the-history-of-video-game-music
@LeHeartly
@LeHeartly 4 года назад
This was extremely enlightening about the custom made sound workflow that SNES composers had, which really set the OSTs apart game to game. Out of curiosity, what would you suggest would be the way for someone who is interested in replicating the workflow for a truly authentic SNES song that those composers had to do at the time? Correct me if I'm wrong but even if each of these instruments are sampled like this, which does look and sound like the way SNES composers crafted their library of sounds for the games they were writing for, it seems like we could continue to layer more instruments and notes as much as we want in the DAW. Is their any reliable way to compose for the SNES where you can keep track of the hardware and sound limitations of the console, or do you just compose and hope the console can handle the song when you import it, and if it can't you strip away or reduce stuff until it can? I hope this question makes sense. Its fascinating to think about the creation process and workflow of the composers from that time and if it was a trial and error sort of thing, or did they have access to some sort of hardware / software so they could playback what they were writing and know during the writing process if the song was meeting the limitations or exceeding them and could make proper adjustments on the fly.
@StevenMelin
@StevenMelin 4 года назад
My best suggestion for emulating SNES music is to follow the guidelines in this vid + limit yourself to 8 voices at once (just as the original SNES composers were limited by 8 sound channels). This means that if you play a 3-note chord in one instrument, you only have 5 remaining voices possible to play at the same time.
@LeHeartly
@LeHeartly 4 года назад
@@StevenMelin Ahhh, that makes a lot of sense! Another question came to mind, and I do apologize for asking so much about this process because it's not like we can share definitive answers but instead our best guesses unless we're actually one of those composers that wrote for the snes at that time, but I'm curious to hear your thoughts on this. So if a composer at that time wanted an electric guitar or choir sound for their song, how was that achieved? Did they find a guitar and choir ooh/aah sound on a hardware synth they liked, recorded a single note of it, and then reduced that sample so that it was a single cycle sample of that recording and lowered its bitrate so that it would not exceed the memory limitations; or could they grab their own real guitar and jam a single note, or record a choir singing, and then do the same sampling reduction from the earlier example? I'm mostly wondering if the samples they wrote with were exclusively from hardware synths or if they could come from real world recordings (like a live guitar / choir).
@StevenMelin
@StevenMelin 4 года назад
@@LeHeartly I think all the above happened. Many SNES composers didn't want to go through the trouble, so they used the default SNES hardware sounds (but those are forgotten soundtracks). The composers that we all remember (Nobuo Uematsu, Koji Kondo, David Wise, etc.) are the ones who went the extra mile by creating their own sounds.
@LeHeartly
@LeHeartly 4 года назад
@@StevenMelin It really puts into perspective the imagination, creativity, and dedication those composers had to go above and beyond for sounds that were restricted by so many limitations -- and yet the results speak for themselves; those sounds and songs are still so gorgeous and full of life despite everything that had to be trimmed away from them. I really appreciate all your time and your input. Both the comments you've shared and your videos have been so insightful! Keep staying awesome :D
@StevenMelin
@StevenMelin 4 года назад
@@LeHeartly any time! I try to respond to every comment!
@gustavrobic4003
@gustavrobic4003 3 года назад
Well documented, thanks!
@2moges
@2moges 2 года назад
been making some beats in this style, but the tips on delay you gave were incredible. i’m gonna have to try and download the sampler plug-in you were using, as i’m not sure what all the ableton equivalents would be. thank you so much!
@tournevic
@tournevic 2 года назад
Really awesome video bro
@andyfromdenver
@andyfromdenver 3 года назад
such a great video. thank you so much
@StevenMelin
@StevenMelin 3 года назад
Great to hear, thanks! You can check out the full VGM course here: www.udemy.com/course/video-game-music-the-complete-composers-guide/?referralCode=4F9F6710AC8A61755504
@newbornpiggy792
@newbornpiggy792 3 года назад
Would you recommend using snesggs to make music for games based on that era? I'm pretty new to video game music design and want to create that authentic snes sound for my game.
@StevenMelin
@StevenMelin 3 года назад
Creating your own samples is the most authentic way to sound like SNES. You can also check out my SNES packs here: www.simplesamplesaudio.com
@pedroalvez5319
@pedroalvez5319 4 года назад
Really cool, Steven! Could you make a sega genesis vídeo?
@StevenMelin
@StevenMelin 4 года назад
Way ahead of you! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ayc2W0J3tLo.html
@pedroalvez5319
@pedroalvez5319 4 года назад
@@StevenMelin hahahahaha. Thank you, Steven. Love your tutorials, all the way from Brasil! Best regards
@TheDoozyBearV
@TheDoozyBearV 3 года назад
Hey can you do a tutorial on how to make Mega Man X Music? Like how they did the mega man x games on the SNES? Im DYING to Make Mega Man X3 or Mega Man X1 Style music! Please do a tutorial on that, THAT WOULD BE "ROCKING" Awesome!
@lukamagicc
@lukamagicc 3 года назад
Same that electric guitar font is so iconic!
@soniasanfrancisco6006
@soniasanfrancisco6006 3 года назад
Yes this please I need to know 🤠
@dragonoverlord_2379
@dragonoverlord_2379 3 года назад
I probably already left a comment but thank you!
@skylermoore2480
@skylermoore2480 4 года назад
Really helpful! :D
@emanuel_soundtrack
@emanuel_soundtrack 3 года назад
haha the cover is awesome, i guesss i gonna buy this if it is really 16 bit advanced
@pablovasquez2166
@pablovasquez2166 4 года назад
hey Steve when it comes to 16 and 32 bits music.. would you recommend to use LMMS instead any other DAW.?
@StevenMelin
@StevenMelin 4 года назад
Pablo Vasquez I prefer to create my own 16-bit sounding samples in Kontakt. Then I can use any DAW I prefer. I use mostly Cubase these days.
@jcong000
@jcong000 Год назад
Hey steven, do you have any list in your channel that help me start composing, like basics or something, love your content btw, i can't understand most of it tho 😁
@tonylefaive
@tonylefaive 7 месяцев назад
I can't find the EXS24 sampler, should I download that plugin somewhere else or should I use the newer "sampler"?
@StevenMelin
@StevenMelin 7 месяцев назад
I haven’t used Logic Pro in several years, so I’m not sure! Perhaps there’s a legacy EX24 Sampler plugin you can download?
@retrokid6932
@retrokid6932 3 года назад
really want to improve my arranging skills. got a lot to learn but I'll get there thanks.
@MrRobison94
@MrRobison94 2 года назад
Feels like a Banjo Kazooie SNES game that should have been.
@StevenMelin
@StevenMelin 2 года назад
Greatest compliment ever 🙏🏼🙏🏼🙏🏼
@daveshusband2606
@daveshusband2606 4 года назад
Ngl the BG music sounds likes Doki doki X udertale collab
@Redpandaherovideos
@Redpandaherovideos 3 года назад
When trying to do this for a piano on garageband, the notes become earpiercingly loud (they're played close to C5). Unfortunately when I try to lower the treble, the sounds of the keys loses their impact. Do you know a way to help with this?
@StevenMelin
@StevenMelin 3 года назад
Pianos definitely require a tricky balance! I can’t think of a quick fix outside of choosing a different piano sample to start with that’s less bright / darker.
@kribbiotime69420
@kribbiotime69420 4 года назад
So... what's the sotware name? I couldn't hear it... Anyways the tutorial was awesome!
@StevenMelin
@StevenMelin 4 года назад
Thanks! I wrote this in Logic Pro X, but you can use any DAW. The samples were default Logic orchestral samples run through bitcrushing & tape delay. You can do this in any DAW too.
@kribbiotime69420
@kribbiotime69420 4 года назад
Thanks!
@Classic_DionysuS
@Classic_DionysuS 4 месяца назад
Why not just use the SNES VSTs?
@StevenMelin
@StevenMelin 4 месяца назад
Legally, we can’t use actual samples from games / ROM’s in our commercial music! I have a free vid about how I’ve tracked down 1800+ of my favorite samples from video game history and turned them into my own Kontakt patches here: videogamemusicalliance.thinkific.com/courses/i-built-1800-kontakt-instruments-from-my-favorite-video-game-soundtracks-in-history
@roivinikmossel2998
@roivinikmossel2998 2 года назад
can you please please please make a tutorial on how to compose like ffxiii composer masashi hamazu?
@mountwestmusic
@mountwestmusic 3 года назад
I'm a bit confused and perhaps you can help me. When you mention that the attack could be between 200-1000ms, do you mean that's the initial part of the sample before the waveform starts looping?
@StevenMelin
@StevenMelin 3 года назад
Attack refers to the amount of time you wait before the instrument sounds. Release then is how much of the sound remains after you left go of the key.
@mountwestmusic
@mountwestmusic 3 года назад
@@StevenMelin Thank you :) I'm familiar with ADSR, I thought that's what you meant initially, but when you explained how you configured for instance your piano sound and basically set the attack to 0ms it made me confused as to what the minimum attack period of 200ms referred to. 200ms is quite a long attack when using it with ADSR envelopes, so I was curious about what it could be. I looked through some articles about the Snes' sound generator and realized that it stored actual waveforms, which could mean that minimum of 200ms attack time could be in relation to the minimum amount of memory allocated for a waveform, but I haven't found a source that says that explicitly. Do you have any references I can check out? :)
@StevenMelin
@StevenMelin 3 года назад
@@mountwestmusic this forum thread explains it in great detail (esp. any comments from Brian Schmidt, the founder of GameSoundCon and a composer for SNES games): www.gamedev.net/forums/topic/622757-help-trying-to-create-classic-snes-sound/
@mountwestmusic
@mountwestmusic 3 года назад
@@StevenMelin Awesome :D Thank you so much for the link!
@jackstrashbin
@jackstrashbin 2 года назад
how do i recreate the genesis drums cuz i wanna make genesis sounding music
@fazlo8026
@fazlo8026 Год назад
the FF Pro-Q, L1+ Ultram and L1 limiter are all very expensive for me, do you have any free alternative recommendation please?
@StevenMelin
@StevenMelin Год назад
Sure - every DAW has a built-in EQ & Limiter plugin, so use those until you can afford the good stuff :)
@fazlo8026
@fazlo8026 Год назад
@@StevenMelin thanks man appreciate your fast reply 🙏🏼 also unfortunately the ESX24 sampler got a complete update and overhaul but I tried to copy everything by name lol.
@JxzzyFlxmes
@JxzzyFlxmes 2 года назад
I think it would too late to ask, but how did you get the accordion sound?
@CelluloidHoax
@CelluloidHoax 3 года назад
What if we wanted to make songs to put on an SNES home brew game?
@StevenMelin
@StevenMelin 3 года назад
I’m not familiar with that coding process.
@prdk21
@prdk21 4 года назад
Hey Steven, now that you use Cubase do you have a different Bit crushing plugin that you use? I have tried a couple free ones and can't quite get the sound I'm hoping for.
@StevenMelin
@StevenMelin 4 года назад
Honestly, no :( I’ve found a similar result with exporting audio / downsampling in Audacity / reimporting to create custom Kontakt instruments.
@prdk21
@prdk21 4 года назад
@@StevenMelin Bummer! Ooo that sounds feasible though, maybe I'll give that a try! Thanks my guy!
@moisavictoria
@moisavictoria Год назад
Hey how exactly do you adjust the amount of bits on a track that's what I want to know
@enniolombardi8109
@enniolombardi8109 3 года назад
Hi, this software is downloadable somewhere on the internet?
@spideyness345
@spideyness345 4 года назад
when I add bit crusher to my harp, there's a very high pitch noise that I can't figure out how to get rid of, any thoughts?
@StevenMelin
@StevenMelin 4 года назад
Try bit-crushing a bit less. You can always try down-sampling (exporting each pitch of the instrument and importing into an audio editor like Audacity and lessening the bit rate to say 16000 and it squishes the sound even more). Big update: I just launched two 16-bit sample libraries if you’d like to use my harp! www.simplesamplesaudio.com
@FleshCatOfficial
@FleshCatOfficial 2 года назад
@@StevenMelin Nothing in the link it seems. Were the samples taken down?
@StevenMelin
@StevenMelin 2 года назад
@@FleshCatOfficial yeah! those libraries were a limited run. I suggest using something like Super Audio Cart as a replacement for quick SNES-style sounds! Alternatively you can hunt down the original sound sources and create your own samples as I do now: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dA48ngzWJ7I.html
@2soulzkilluminati135
@2soulzkilluminati135 3 года назад
i am trying this with lmms but there is always this noise idk it just makes me sad a little
@masterdrewt6698
@masterdrewt6698 2 года назад
What software did you use for this?
@deadassassassin6575
@deadassassassin6575 3 года назад
What's the title of the first song in the background?
@schoolvids4722
@schoolvids4722 11 месяцев назад
what software is he using?
@vel2118
@vel2118 2 года назад
is this possible in garageband ios?
@bingobongoh7848
@bingobongoh7848 3 года назад
What music making software is this?
@StevenMelin
@StevenMelin 3 года назад
Logic Pro!
@bingobongoh7848
@bingobongoh7848 3 года назад
@@StevenMelin Cool, thank you!
@YowzaZH
@YowzaZH 3 года назад
What program did you use for this tutorial?
@StevenMelin
@StevenMelin 3 года назад
Logic Pro X
@YowzaZH
@YowzaZH 3 года назад
@@StevenMelin Thank you very much :)
@VeraHello
@VeraHello 3 года назад
What is the software you use ?
@StevenMelin
@StevenMelin 3 года назад
In this vid I used Logic Pro X and the included EXS24 sampler
@EMPTYSKYS1
@EMPTYSKYS1 Год назад
What program
@kastov74u
@kastov74u 3 года назад
What does DAW stand for
@StevenMelin
@StevenMelin 3 года назад
Digital Audio Workstation!
@GaigeGamePlayz
@GaigeGamePlayz 3 года назад
Isn't the gameboy advanced 32 bit?
@PKSuperStar256
@PKSuperStar256 3 года назад
Yes. Here's the thing, the GBA has a better sound chip (has 2 stereo channels that stream audio from music modules that contain samples that are edited in real time to make music/sounds), but weaker speakers.
@mothra4478
@mothra4478 3 года назад
I have one question, can this music play on the actually SNES?
@StevenMelin
@StevenMelin 3 года назад
Nope, because only music created on the SNES console (actual sound chip) can play on it. In this vid I’m showing how to emulate a similar sound with a DAW.
@mothra4478
@mothra4478 3 года назад
@@StevenMelin Oh ok, thank you for answering my question.
@martijnvandervelde2166
@martijnvandervelde2166 3 года назад
I guess this particular arrangement, if transcribed into code, would still not be possible to play on SNES hardware, because by using chords at times, i.e. the strings, exceeds the 8-channel polyphony of the S-SMP, am I right?
@boiii3productions945
@boiii3productions945 3 года назад
Sounds like Mario party
@dandanpudim
@dandanpudim 2 года назад
The SNES Support 8 Channels Music! Not 11!
@laurabeltranmelee
@laurabeltranmelee Год назад
lmao this isn't how you make snes music. Snes instruments use compressed wav files, not vst-esque instruments
@StevenMelin
@StevenMelin Год назад
Right, this video shows how to create SNES-sounding music with modern tools (DAW & VST’s instead of original method).
@EpicTyphlosionTV
@EpicTyphlosionTV 3 года назад
This isn't true 16-bit music. You're using plugins in a DAW, not composing using software that at least emulates the SNES sound chip (something like Famitracker)
@SMAAAASHTV
@SMAAAASHTV 3 года назад
The SNES soundchip was purely a sampler. It was not an analog synth. Famitracker is for famicom/NES style music. Regardless of programming in the same way that someone would have when composing for the actual SNES or using a DAW to create the music doesn't mean it isn't "true 16-bit music". If you want to spend days and days manually programming notes like they did that's your prerogative, but it's easier and makes more sense to use modern techniques for composing, especially when you're not composing music for an actual SNES game.
@chinossynthesizer705
@chinossynthesizer705 3 года назад
SNES is garbage sega genesis makes better music but theirs synthesizers better then both
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