There is an absolutely massive gulf between "free (or fixed list price) and immediate, just use these apps" and "locate a musician, bargain with them, pay, collaborate with them, wait for revisions, eventually get something usable (but not be 100% sure if I own the rights or not)." I wouldn't even know where to start; I'm too far out of my league.
Tackling the latter would likely exceed the entire effort I spent writing my little hobby game in the first place. I don't think it's even close; it was never a serious consideration. Some of these games I write in a single sitting. I do my best to piece background music together using a chord progression app, descriptions of keys and the notes they contain from Google, and premade drum loops and instrument samples. It comes out worse than if a real musician had made it, but getting a real musician was never really an option.
It's the same for the art. I don't have the time or money to pay an artist. They deserve to be paid fairly for their work just like musicians, but I don't have it and it's just a stupid hobby game. But even stupid games need art and music. So, homemade programmer art and music it is. The availability of better tools to help non-musicians hack something together is greatly appreciated. I haven't tried any AI stuff yet but I will next time.
It's not that hard, you find an email and you basically do a cold call. I was doing it in high school off Newgrounds (which is full of royalty free stuff too!)
If your project is small and free, you're not going to land The Eurythmics. But all those people posting their music online hoping to get noticed? Emailing them, even a cold call, immediately tells them you've listened to their stuff and you like it. Honesty is the best approach.
I think OP is onto something.
Edit-
> but not be 100% sure if I own the rights or not).
That's also really easy: stipulate it in writing. Preferably a proper contract but an email agreement is defensible too (IANAL).
When it's just me and some apps, I'm writing the background track in an evening after coding the game earlier in the day. If I bring someone else in, now I'm writing contracts (something I'm completely unprepared to do correctly myself, as a non-lawyer). It's too big of a jump for a one-day zero-budget hobby game that isn't very good and only my friends will play. Not when I can quickly cook up something myself using readily available tools.
For a more serious project with a budget, absolutely you find a professional producer, just like you get professional coders and artists. But this isn't that.
Dude I've literally offered to design entire websites for up and coming music artists for FREE because I love their work and am rebuilding a portfolio to have more music sector work.
I've offered this to like 15 people. Some respond in utter confusion and blow me off. Most don't even respond.
This isn't 2005. The vast majority of people, especially "music artists" are not corresponding over email and are not exactly professionals either.
> It's not that hard, you find an email and you basically do a cold call. I was doing it in high school off Newgrounds (which is full of royalty free stuff too!)
You are missing the point, most programmers are introverts and absolutely deplore doing cold calls and cold emails.
Tackling the latter would likely exceed the entire effort I spent writing my little hobby game in the first place. I don't think it's even close; it was never a serious consideration. Some of these games I write in a single sitting. I do my best to piece background music together using a chord progression app, descriptions of keys and the notes they contain from Google, and premade drum loops and instrument samples. It comes out worse than if a real musician had made it, but getting a real musician was never really an option.
It's the same for the art. I don't have the time or money to pay an artist. They deserve to be paid fairly for their work just like musicians, but I don't have it and it's just a stupid hobby game. But even stupid games need art and music. So, homemade programmer art and music it is. The availability of better tools to help non-musicians hack something together is greatly appreciated. I haven't tried any AI stuff yet but I will next time.