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music-composition-reference

Use this skill when DESIGNING music content - choosing keys, chord progressions, tempos for specific contexts. **Triggers:** "chord progression", "what key for", "tempo for", "music theory", "leitmotif", "adaptive music", "loop design", "listener fatigue", "hours of play", "background music", "supportive music", "music mix space". **Pipeline position: DESIGN (1 of 3)** - For tracker file creation: use `tracker-music` plugin - For instrument synthesis: use `zx-procgen:procedural-instruments` **Load references when:** - Chord progressions by emotion → `references/chord-progressions.md` - Adaptive music patterns → `references/adaptive-patterns.md` - Genre-specific templates → `references/genre-templates.md`

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name Music Composition Reference description Use this skill when DESIGNING music content - choosing keys, chord progressions, tempos for specific contexts. **Triggers:** "chord progression", "what key for", "tempo for", "music theory", "leitmotif", "adaptive music", "loop design", "listener fatigue", "hours of play", "background music", "supportive music", "music mix space". **Pipeline position: DESIGN (1 of 3)** - For tracker file creation: use `tracker-music` plugin - For instrument synthesis: use `zx-procgen:procedural-instruments` **Load references when:** - Chord progressions by emotion → `references/chord-progressions.md` - Adaptive music patterns → `references/adaptive-patterns.md` - Genre-specific templates → `references/genre-templates.md` version 1.4.0 Music Composition for Games Game music must loop seamlessly, respond to gameplay, and support rather than dominate the experience. Core Principles Supportive - Enhances, doesn't distract Loopable - Most game music repeats indefinitely Adaptive - Responds to game state Memorable - Themes should be recognizable Efficient - Work within platform constraints Extended Duration Design Players hear tracks for hours . Favor texture/rhythm over hooks. Leave 30-40% frequency space for SFX/dialogue. Avoid harsh 2-4kHz, constant highs, unvarying dynamics. Invisible music principle: Best game music is felt, not noticed—you don't hum it, but you don't tire of it. Supportive Music Philosophy Music serves player's emotional state , not composer's vision. If player notices music mid-combat, you may have distracted them. Context Music's Job NOT the Job Combat Amplify adrenaline Be the star Exploration Create atmosphere Demand attention Story/dialogue Underscore, stay low Compete for attention Quick Reference: Keys by Mood Mood Common Keys Mode Triumphant C, G, D Major Ionian, Lydian Tense Am, Dm, Em Aeolian, Phrygian Mysterious Dm, Em (modal) Dorian, Mixolydian Melancholic Am, Bm, F#m Aeolian Aggressive Cm, Gm, Em Phrygian Peaceful C, F, G Major Ionian, Lydian Epic D, G or Dm, Gm Depends on context Quick Reference: Tempos Context BPM Character Menu 80-110 Inviting Exploration 70-100 Relaxed Puzzle 80-110 Thoughtful Combat 140-170 Intense Boss 150-190 Climactic Stealth 60-90 Tense Victory 100-140 Triumphant Common Chord Progressions Triumphant: I - IV - V - I or I - V - vi - IV Tense: i - bVI - bVII - i or i - iv - bVII - bVI Mysterious: i - bVII - bVI - bVII or modal vamps Epic Build: i - bVI - bIII - bVII → See references/chord-progressions.md for extended database. Song Structures Loop-Based (Gameplay) [Intro] → [A] → [B] → [A'] → [Loop to A] 4 8 8 8 bars Boss Battle [Intro] → [Phase1] → [Build] → [Phase2] → [Loop] 4 16 4 16 bars Layered (Adaptive) Layer 1: Ambient pad (always) Layer 2: Rhythm (add at intensity 0.3) Layer 3: Melody (add at intensity 0.6) Layer 4: Full power (add at intensity 0.9) → See references/adaptive-patterns.md for implementation details. Seamless Loop Checklist Harmonic: Last chord leads to first Rhythmic: Beat doesn't skip Melodic: No jarring jumps Timbral: Same instruments active Dynamic: Similar volume levels Leitmotif Design Effective leitmotifs are: Short: 4-8 notes maximum Distinctive: Unique interval pattern Flexible: Works in major AND minor Memorable: Singable/hummable Transformation techniques: Melodic: Change to minor/major Rhythmic: Change note durations Instrumental: Different instruments for contexts Genre Patterns Genre Structure Key Elements Orchestral Theme + Variations Full dynamics, counterpoint Electronic Build + Drop Sidechain, filter sweeps Chiptune Simple loops Arpeggios, limited polyphony Ambient Evolving texture No clear rhythm, long reverb → See references/genre-templates.md for detailed patterns. Practical Workflow Context: What's happening on screen? Parameters: Key, tempo, duration Foundation: Chords, bass, rhythm Identity: Main melody/theme Polish: Loop point, mix, test Related Components /design-soundtrack - Interactive composition wizard music-architect agent - Detailed composition help sonic-style-language skill - Style/mood parameters
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