Just a quick note about "watermarking" your music (audio tags), remember that there's tonnes of software that can use AI to strip vocals from a track so be creative.
This is good info. Being a composer in this day and age means having your stuff in lots of different places. I never knew this was an option, so this is very useful. Another banger vid
Thank you, 100% agree, I probably put the same track in 5 or more places, this is one of my more profitable places but also the most finicky. Thank you for the support 🙏😊
You are a life saver. I got accepted to start selling, and I got to the ...CUE info when I was about to upload the audio. Found your video and it is exactly what I needed. It has scared me however with the amount of sheer work and file size UE is haha. But I will aim to get sorted in a few months, gather all my stock music and do the back end, so the day i start uploading I will be uploading everything haha. Thanks again.
Thank you for a great video, you explained the product upload very well. I used to look for such video like this but I couldn't find anything, luckily this time I found you!
Thank you, honestly when I started out same! I found one that kind of showed bits of it but then I had to work out the rest myself. Glad this was helpful 😊
Thank you for this! I feel that they have made the process very unintuitive (especially for those of us without much UE experience), so I don't feel that I could have submitted my sound library without your help! 👌
Thanks again for your great video. Question: When dragging my wavs into the project, they do not appear as uasset files in the Content folder in the explorer. Any idea why this is happening? The cues are there, but the wav folder is empty.
thanks for your help, I watched the video step-by-step and it was very helpful. Once the product is accepted and published, they ask you to test the download of your product: I noticed the on my product I have an "Add to project" button, do you think that is the correct way to test the download process? Or is it just that I have to re-check the project file link on my "Edit Product" page?
Thanks for the video~! I believe you can open your unreal project folder using Finder (Explorer in Windows) and rename the assets in batch like the way you did it the first time. Don't quote me on that tho, but worth the try. I'm using Unity engine, and that's the way I rename stuffs.
I’ve tried that before and it came up with error messages and files didn’t match up, try at your own risk 😄 but that could have just been me, Unity I find is a lot easier but for some reason better sales with Unreal
Thank you :) not normally after publishing but usually it’s due to it not finding the source file. When it has happened I must admit I just redo the CUE files, wish I could be more helpful :/
Thank you for this video! I have so many questions - How do you organize the content in the packs? are they posted as the full however many minute long tracks? or are they broken up into smaller bits that can loop with variety? Do you include the reverb tail in the track length? Im also curious how you would upload a vertical layering composition? or are all of these things more in the realm of custom game music and the packs for the market place are literally just about putting the full track up as is?
With regards to organising content, it depends on the project. Most will contain multiple versions of the same track, looped versions, versions with the reverb tail, the 'full version', I do include the reverb tail in the track length. With virtue layering, it's quite literally layering multiple stem (mp3 or wav) tracks which the devs can bring in and out in this case.
@@Joe-blogcomposer thank you so much for the response! it helps clarify a lot! One final question - would you include each variations and/or each layer of a track in the overall track count for a game pack? Or would those variations & layers just be considered a part of a singular track instance and not increase the overall track size of the pack? Apologies if my question is worded unclearly
It depends on the person and your music, I tried it for a year and got nothing, I earned more off places like unreal engine and tribe of noise (selling non exclusive library music) as I’m not having to spend money to sell music, but that’s just my experience. Plus any track signed up with a pro you won’t be able to use it in many places.
I managed to save some time by making a Multi Action Macro on my stream deck to go to the start of the file name, move 3 characters, press backspace 3 times, and insert 'CUE'. All I had to do was click 'rename' and press the macro
@@Joe-blogcomposer I use it for both composition and day to day tasks. If you put some effort to trying to use it instead of regular shortcuts, it will defo speed up your workflow!
Just made it way easier. Having a 'Left key' macro to move from one CUE file to the next. F2 at the start of the macro mentioned above and press enter at the end. all I need to do is press the 2 macros in alternate fashion. :)@@Joe-blogcomposer
hey where do you see that 44.1khz sample rate and 16 bit depth is required? I don't seem to be able to find this info. also, I don't think I need to rename all the files in the engine to CUE, you can just select them all and create cues.
Thank you for you comment! You’ll note in the technical information when you fill in the product information it’s asks for 22,050 or 44,100 Hz, I have got it in an email somewhere where I uploaded 48Hz and they asked me to change it too 44.1. Renaming to Cue is more etiquette so it’s obvious at a glance (other then the marking at the side) - this was just how I was trained to do this and it’s always gone through fine.
Just a quick note about "watermarking" your music (audio tags), remember that there's tonnes of software that can use AI to strip vocals from a track so be creative.
This is good info. Being a composer in this day and age means having your stuff in lots of different places. I never knew this was an option, so this is very useful. Another banger vid
Thank you, 100% agree, I probably put the same track in 5 or more places, this is one of my more profitable places but also the most finicky. Thank you for the support 🙏😊
Man, your videos are gold. Thank you so much for everything. I wish you have millions of subscribers, you're making HQ stuff!
Wow, Thank you, made my day :) glad you enjoy the content!
Very clear and precise guide. It's really helpful for me as a beginner. Thank you joe!
No problem, glad I could help you along your journey :)
You are a life saver. I got accepted to start selling, and I got to the ...CUE info when I was about to upload the audio. Found your video and it is exactly what I needed. It has scared me however with the amount of sheer work and file size UE is haha. But I will aim to get sorted in a few months, gather all my stock music and do the back end, so the day i start uploading I will be uploading everything haha. Thanks again.
No problem, glad the video was helpful! Good luck selling your music :)
Thank you for a great video, you explained the product upload very well.
I used to look for such video like this but I couldn't find anything, luckily this time I found you!
Thank you, honestly when I started out same! I found one that kind of showed bits of it but then I had to work out the rest myself. Glad this was helpful 😊
just a heads-up, this process s very similar for other kind of assets (blueprint, 3d models, textures) so this is really good stuff!
Hey mate, really informative video. You seem to have covered all bases. I appreciate the content! Keep it up brother!
Thank you so much, I haven't post my music packs on unreal because it was kinda trick and difficult, but your video helped me a lot with it!
Many thanks, this video was a real help in getting started.
Glad it helped, good luck with the music :)
Thank you for this! I feel that they have made the process very unintuitive (especially for those of us without much UE experience), so I don't feel that I could have submitted my sound library without your help! 👌
Thanks again for your great video. Question: When dragging my wavs into the project, they do not appear as uasset files in the Content folder in the explorer. Any idea why this is happening? The cues are there, but the wav folder is empty.
thanks for your help, I watched the video step-by-step and it was very helpful. Once the product is accepted and published, they ask you to test the download of your product: I noticed the on my product I have an "Add to project" button, do you think that is the correct way to test the download process? Or is it just that I have to re-check the project file link on my "Edit Product" page?
Your welcome! Glad it was helpful, best way to test it is to “Add to Project” :)
@@Joe-blogcomposer thanks for your quick reply!
Thanks for the video~!
I believe you can open your unreal project folder using Finder (Explorer in Windows) and rename the assets in batch like the way you did it the first time. Don't quote me on that tho, but worth the try. I'm using Unity engine, and that's the way I rename stuffs.
I’ve tried that before and it came up with error messages and files didn’t match up, try at your own risk 😄 but that could have just been me, Unity I find is a lot easier but for some reason better sales with Unreal
Hey, thank you for such a good video! Have you ever experienced that after publishing and adding an asset to a project, CUE files did not work?
Thank you :) not normally after publishing but usually it’s due to it not finding the source file. When it has happened I must admit I just redo the CUE files, wish I could be more helpful :/
@@Joe-blogcomposer Yes, I already redid it and it seems to work. Thanks for the quick response!
@@R2D2-I no problem, glad it’s all working!
Thank you for this video! I have so many questions -
How do you organize the content in the packs? are they posted as the full however many minute long tracks? or are they broken up into smaller bits that can loop with variety? Do you include the reverb tail in the track length?
Im also curious how you would upload a vertical layering composition? or are all of these things more in the realm of custom game music and the packs for the market place are literally just about putting the full track up as is?
With regards to organising content, it depends on the project. Most will contain multiple versions of the same track, looped versions, versions with the reverb tail, the 'full version', I do include the reverb tail in the track length.
With virtue layering, it's quite literally layering multiple stem (mp3 or wav) tracks which the devs can bring in and out in this case.
@@Joe-blogcomposer thank you so much for the response! it helps clarify a lot!
One final question - would you include each variations and/or each layer of a track in the overall track count for a game pack? Or would those variations & layers just be considered a part of a singular track instance and not increase the overall track size of the pack? Apologies if my question is worded unclearly
Thanks, I was rejected for not having a .uproject file. Any idea how to obtain this?
Can we sell the same music pack on both Unreal and Unity stores? The question is surprisingly hard to google.
Yes you can both are non-exclusive agreements! :)
@@Joe-blogcomposer sick
This was really helpful. Thanks so much!
You're so welcome! Thank you for the support :)
Hi again Joe! Would like to ask if you would know if we can register our music with a PRO. Would this be beneficial?
It depends on the person and your music, I tried it for a year and got nothing, I earned more off places like unreal engine and tribe of noise (selling non exclusive library music) as I’m not having to spend money to sell music, but that’s just my experience. Plus any track signed up with a pro you won’t be able to use it in many places.
@@Joe-blogcomposer thanks for your comment boss!
I managed to save some time by making a Multi Action Macro on my stream deck to go to the start of the file name, move 3 characters, press backspace 3 times, and insert 'CUE'. All I had to do was click 'rename' and press the macro
That’s a really good idea, I’ve been debating getting a stream deck, and that might just tip me over to getting one!
@@Joe-blogcomposer I use it for both composition and day to day tasks. If you put some effort to trying to use it instead of regular shortcuts, it will defo speed up your workflow!
Will have to give it a try! Thank you.
Just made it way easier. Having a 'Left key' macro to move from one CUE file to the next. F2 at the start of the macro mentioned above and press enter at the end. all I need to do is press the 2 macros in alternate fashion. :)@@Joe-blogcomposer
hey where do you see that 44.1khz sample rate and 16 bit depth is required? I don't seem to be able to find this info. also, I don't think I need to rename all the files in the engine to CUE, you can just select them all and create cues.
Thank you for you comment! You’ll note in the technical information when you fill in the product information it’s asks for 22,050 or 44,100 Hz, I have got it in an email somewhere where I uploaded 48Hz and they asked me to change it too 44.1. Renaming to Cue is more etiquette so it’s obvious at a glance (other then the marking at the side) - this was just how I was trained to do this and it’s always gone through fine.
you missed important details how can we put a link link style with name
Just to clarify, do you mean a link to an external site in the product description?
Thanks man
SUBBED!👍🏿💯
Ah I see, you said keep the project file. Whoops! I guess I'll try again lol
Glad you got it sorted :) hope it works out, good luck!
thanks! @@Joe-blogcomposer
package was approved. you are the man@@Joe-blogcomposer
wait you aren't Joe from the music camps in France are you?@@Joe-blogcomposer
Nope :)