Production pipeline¶
This is the human process around music: how an idea becomes a shippable asset.
Overview¶
Brief/pitch → WIP share → Review/notes → Final deliverables → QA in build → Integrated
1. Brief or pitch¶
Before large effort:
- Scene / room ID or design doc reference.
- Intended in-game hook (scene, transition, animation/event beat, or game state).
- Mood, tempo feel, approx length, loop vs one-shot.
- References (links or timestamps)—style, not copied audio.
- Deadlines if milestone-driven.
The music lead (or director) approves the brief or suggests changes. Unsolicited full soundtracks are hard to integrate without this step.
If a cue has no practical game connection yet, it may be parked even when the music is good. Arrange/orchestrate effort is prioritized for ideas that are already tied to concrete game elements.
2. Work-in-progress sharing¶
Share short previews early:
- MP3 or OGG at modest bitrate is fine for listening.
- State BPM, key, and whether the clip is loopable yet.
Goal: catch wrong mood or technical mismatch before you polish a dead end.
3. Review and revision¶
Feedback should be specific (“too busy under dialog,” “loop seam at bar 17 clicks”). Contributors respond with versioned files (_v03, etc.).
Approval means the music lead (and any code owner for format quirks) sign off on creative and technical fit.
4. Final deliverables¶
Package exactly what File formats & specs asks for, typically:
- Stems (if required) + reference stereo mix.
- Loop documentation (bars or samples).
- Text note listing filenames and what each is for.
Use the team’s upload location—private drive, forum moderator handoff, or issue attachment—not random public hosts with expiry links.
Draft — pending tech verification
Replace this section with concrete steps: repository path, internal tool name, build command that imports audio, and who merges assets into the game branch.
5. QA in a test build¶
Someone runs a recent build and checks:
- Levels vs SFX and voice.
- Loop behaviour in the actual room (reverb tails, room transitions).
- File size and decode hitches on target hardware if relevant.
Bugs go back as repro steps (“enter room X, wait for loop 3”).
6. Integration and credit¶
After merge:
- Name appears in credits per team policy.
- Source sessions stay archived per composer + team agreement (not necessarily public).
Roles (typical)¶
| Role | Responsibility |
|---|---|
| Contributor | Hit spec, respond to notes, deliver versioned finals. |
| Music lead | Creative direction, final approval, consistency across score. |
| Programmer / tools | Importer limits, loop metadata, codec support. |
| QA / playtest | In-game verification. |
Forum announcement checklist¶
When you post the tutorial site to Maniac Mansion Mania (or related forums):
- One short paragraph: music collaboration is new compared to art/animation.
- Link to the canonical site URL (from the README).
- Bullet list: setup, formats, pipeline.
- How to volunteer (point people to the official contact and contribution channels).