We've sent a verification link by email
Didn't receive the email? Check your Spam folder, it may have been caught by a filter. If you still don't see it, you can resend the verification email.
Started February 19th, 2009 · 2 replies · Latest reply by nemoDaedalus 15 years, 1 month ago
i don't understand this:
"Every time you display your song/video/theatre play/... you must try -as good possible- to credit the users you took the samples from. "
so if i have a game (commercial) is it enough to attribute for example in the credits menu of the game? or should i credit somewhere ingame when i use the sound sample? or if i sell this game through a webshop, should i include the credit informations on that webpage?
second question: what does "creatively transform" means?
somewhere in this forum i read that for example if you put together a sound bit of an explosion and the visual form of the explosion it's enough to satisfy the "creatively transform" term. but in the sampling plus license you can read this:
"In the case of a musical Work and/or audio recording, the mere synchronization ("synching" of the Work with a moving image shall not be considered a transformation of the Work into something substantially different."
so for example if you shoot a gun in the game and i use the "gunshootsomething.wav" with it it's "something substantially different"?
or if i mix together 3 sound samples it's enough?
or if you remove some noise form the wav it's something "something substantially different"?
thank you for the answers, and sorry for my english...
If a gunshot sound is used in a game, you can see that sample is only a small part of the entire game package. While it is simply synched to a gun animation, in the entire game, I think you can say it may be used just fine.
Crediting in the credits section should be good too.