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If you'd like music for your YouTube videos, try my AudioJungle tracks, where I provided tracks that are properly licensed for personal or corporate use. All music is Copyright 2013 by Curtis Schweitzer.


Starbound Soundtrack Download


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Over the past couple of weeks, I've received a lot of inquiries about Starbound sheet music. I'm really excited that people are interested enough in my music to want to play it themselves, and, for the most part, I think the music is easy enough to be widely accessible if there were sheet music available.

Producing a score to a videogame is a complex process that goes beyond just "writing notes". Most of the Starbound scores do start out as a small handwritten sketch, which I then input into Logic using a keyboard, a process that I have documented during livestream events wherein I wrote several cues for Starbound live. You can still view those videos on my YouTube channel.

The "score" for those cues is often barely legible, and is usually driven by MIDI data that can't show up on a written score. For example, while in a regular score, you can tell an instrumentalist (like a violin player) to get louder simply by writing a crescendo symbol, in a virtualized environment, I have to use MIDI controller envelopes like CC11 and CC1 to tell the violin track to increase in volume. Special technical effects like pizzicato, spiccato, etc., actually use different tracks with specific patches loaded-- which on a score shows up as a different instrument, even though on real score pizzicato and bowed notes live on the same staff, with a simple "pizz" or "arco" articulation mark telling the player where to switch.

Even "simple" tracks like M54 have barely legible scores, as I typically program them into my DAW (Logic) and then tweak velocity and other data in my performance. This is what the score to M54 looks like if I just load up the file:

The process of turning the top score into the bottom score basically means re-writing the entire cue from scratch, which isn't as easy as it sounds-- at this point I don't remember most of the details about each particular piece on the Starbound soundtrack, and I'd essentially be transcribing my own music. Its doable, but very time consuming. Seeing as I'm currently involved in several game/film projects at the moment, I probably won't be able to find time to actually go through this process any time soon. I do hope to in the future-- I'd love to have a medium-difficulty set of pieces for Starbound transcribed for piano available. That future, however, is probably a ways off.

In the meantime, I invite any fans of the Starbound soundtrack to transcribe any of the game's music if they so wish. Nobody's going to come after you or try to sue you-- we're just an indie game developer and a very indie composer. I would ask that you not sell transcriptions of Starbound music, but if you want to sit down and write out your favorite cue, I'm not going to stop you-- in fact, I encourage it.

So that's that. I'm sorry I don't have enough time to build the kind of sheet-music collection I know our fans deserve, but I am happy to let anyone in the community who is passionate enough about our game make their own versions. An official one, unfortunately, will have to wait.

Updated soundtrack for Starbound.

Bandcamp version.


The Starbound Orchestral OST contains all tracks written and produced by Curtis Schweitzer.

The soundtrack contains 54 tracks including experimental tracks not available in the finished game.

Solatrus also contributed to the Starbound OST, and sells his tracks separately at music.solatrus.com/album/selections-from-starbound

The second thing I noticed about Curtis Schweitzer's music was its length. The shortest track on the album (not counting the experimental tracks, which I'll address in a moment) is about four minutes long. That's a typical length for a soundtrack piece.

I also was drawn to one of the shortest tracks, called "Hymn to the Stars." In our conversation, Schweitzer explains how he stuck to traditional four-part voice writing rules (for instance). Schweitzer has written choral music in the past, which he says helped him write "Hymn to the Stars".

Included in the Original Soundtrack for Starbound is a list of "experimental" music. During the game's development, Schweitzer says the team considered doing a hybrid score, with orchestral instruments and electronics. As much as they enjoy these "experimental" tracks, the team settled on an orchestral sound for the game, but decided to share the music with the fans anyway.

Robert Elhai has worked on the music for Hollywood blockbusters like 'The Avengers' and 'Pirates of the Caribbean,' TV hits such as 'Hawaii Five-O,' and theatrical sensations like Broadway's 'The Lion King.' He's even worked with the heavy metal band Metallica and on a 'Call of Duty' video game. And he's done it all while living in Minneapolis.

Composer Ryan Ike got his first big break in video-game composition by answering an open call for composers on Twitter for a game called 'Gunpoint'. He got the job -- and a BAFTA nomination. Hear more about Ryan Ike on this week's episode of Top Score.

Millions of people around the world play the 'casual' game Candy Crush Soda Saga, but composer Johan Holmstrom took the music very seriously, even recruiting the London Symphony Orchestra for the recording session. Holmstrom is Emily Reese's guest on this week's Top Score.

Ryan Thompson is a PhD candidate in musicology at the University of Minnesota, with a special interest in ludomusicology. What is that, you ask? Ludomusicology is a growing field in which musicologists study the impact of music in video games.

The new game 'Spartan Strike' exists in an audio-dominant world. To make sure he could still capture a player's attention, composer Tom Salta decided to record quieter, more subtle cues. He also enlisted the help of the New York Film Chorale and the Macedonian Radio Symphonic Orchestra. Hear more about it on this week's episode of Top Score.

Top Score says "thank you" to production assistant Pierce Huxtable for one year of great work. Pierce's position was funded by a (non-renewable) grant from the National Endowment for the Arts, an award for which Top Score is forever grateful.

Michael Schiciano joins Emily Reese on this week's Top Score to talk about old-school and modern approaches to composing. Thanks to the burgeoning mobile market, many composers use old-school techniques to create music for smartphone games.

The orchestral-rock video game cover band Do a Barrel Roll stopped by Classical MPR to record a set and to chat with Emily Reese, host of Top Score. 'They played a set and stole my heart -- I've always wanted to say that,' Emily says. Listen to the full session.

Completely self taught, Sam Dillard not only composes music, but he also performs and records his work. Recently hired by Kinect for its new Harry Potter trailer, Dillard joins Emily Reese on this week's episode of Top Score.

Starbound is an action-adventure video game developed and published by Chucklefish. Starbound takes place in a two-dimensional, procedurally generated universe which the player is able to explore in order to obtain new weapons, armor, and items, and to visit towns and villages inhabited by various intelligent lifeforms. Starbound was released out of early access in July 2016 for Windows, OS X, and Linux, and for Windows via Xbox Game Pass in December 2020.

Starbound begins with the player inside a spacecraft after the destruction of Earth, home of an intergalactic peacekeeping organization known as the Terrene Protectorate, while just having graduated from its ranks. With nothing to guide it, the shuttle shoots into space without direction, becoming lost in a sea of stars. The space shuttle orbits a habitable planet and an adventure begins that takes the player hurtling across the universe. Starbound contains both quests and story driven missions, buried inside its vast sandbox universe.[1] The space shuttle acts as the player's vehicle while exploring the galaxy, containing a teleport pad the player can use to teleport down to the planets the shuttle is visiting, a ship locker for storing items, a fuel panel for refueling the ship and a cockpit for piloting the ship. The interior of the ship is also fully customizable, with items and blocks able to be freely placed within the ship.

Many gameplay elements and features, such as items, enemies, and planets, use procedural generation in order to provide a variety of content.[2] The game features story-based missions, quests, free world exploration, enemies to fight, and the ability to interact with and terraform the environment. Player class is defined by items that the player is wearing.[3]

In update 1.0, a story was added to the game. The story uses a formula that consists of sandbox exploration to scan a set of items, such as human items, then going through a story dungeon to fight a boss.[4]

In update 1.3 [UNSTABLE], mechs were added to the game. Mechs are modular and allow the player to equip various weapons and tools such as guns, shields, and drills. You can also equip various bodies to the mechs, which set how much energy and health your mechs have. One of the main uses for mechs is the exploration of outer space areas, such as asteroid fields and space ships.[5] 152ee80cbc

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