Master Mi

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About Master Mi

  • Rank
    Goomba (+100)
  • Birthday 09/27/1985

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  • Biography
    Heya, this is Master Mi. ))

    I'm an ongoing video game remixer who totally likes soundtracks and remixes which have been created with passion, spirit and some nice tunes.
    No matter if these are rad rocking beats or rather calm, emotional tracks - I like various genres, depending on my mood and temper.

    Of course I'm a big fan of video games 'cause they remind me a lot of my awesome and really unforgotten childhood time.
    Just this feeling - to see the world with the eyes of your inner child, with this great intensity, excitement, life force and especially to really feel this way - is a special gift that inspires me within my whole life.
    It's also a good basis for creating a soundtrack or remix.

    If ya wanna listen to some tracks and remixes I'm currently working on check out this:



    Beside composition, music production and video games I'm also interested in many other things, such as:

    - martial arts

    - philosophy

    - nature

    - healthy lifestyles, natural diets and longevity
    (I'm eating raw since 2008 and a raw pescetarian diet is my health care - no doctors, no medication, no processed food, no sickness. Just raw, natural and species-appropriate food. This lifestyle totally rocks!)

    - literature and movies/animes

    - planting trees (such as free fruit trees for everybody), permaculture, freestyle urban gardening & landscaping and bringing back some life to my hometown
    I also try to take part in ecological, self-sufficient, sustainable and political actions together with some nice girls 'n' dudes from this town to make some changes.

    Just keep in mind...

    Even in a tough world like this, always be yourself, choose and explore the path of your soul and your true self.
    Follow your inner light and the higher aspirations that come from deep inside you.
  • Occupation
    gardening & landscaping
  • Steam ID
    CloudOnFire85 (<<<(R.R)>>>)

Artist Settings

  • Collaboration Status
    2. Maybe; Depends on Circumstances
  • Composition & Production Skills
    Arrangement & Orchestration
    Drum Programming
    Mixing & Mastering
    Synthesis & Sound Design

Recent Profile Visitors

1,108 profile views
  1. After a long time I've finally made a pretty huge update of this remix. Better check out the Youtube version (... somehow it has a slightly better audio quality than the Soundcloud version and in addition to that it contains a video with some of my very own in-game scenes from my very own walthrough). Informations about the changes I've made in this remix update you can find in the descprition of the upload. Here's version 1.4 of my Dungeon Theme remix "The Fire Of The Southern Cross": >>> >>>
  2. Yo, dudes. I'm looking for a free online platform where you can upload and stream (in the best case an unlimited amount of) high quality audio (and maybe video) files with 256 or 320 kbps audio quality. I'm just a little frustrated that popular platforms like youtube and even soundcloud only support up to 128 kbps audio quality for streaming. Pisses me radically off - 'cause I'm working on a music project with lots of good sounding cymbals (at least in the uncompressed project file) and you really hear the difference after soundcloud has transcoded the lovely hi-fi quality to their degraded 128 kbps audio stuff. Does somebody know some secretly overlooked platforms for high quality audio uploads out there?
  3. So, finally I've made a huge update for this remix. I've written some new notes for a preluding piano part, I've created a pretty nice rock part for the final and at last I've made a video with my own gameplay scenes for the German NES version of Maniac Mansion. More information about all the other changes in this version and backgrounds of the remix you can find in the description of the upload. Enjoy - here's version 1.1: >>> >>>
  4. Thx for the feedback, Rozovian dude. )) Haha, guess I like the Dealbreaker Style in this case. I really don't like such lowercased exceptions in headlines while other words you regularly write lowercased are capitalized there. I have seen this style at many other mp3 titles and just adopted it - pretty uniform and easy to memorize. No problem if you change the upper and lower case of the title to your standards later on. According to my perception and music equipment I think the loudness of the drums is quite okay (maybe 0,5 to 1 dB I can go up with these - but not more). In a rather melodic rock ballad like this I prefer some kind of "integrating drums" that support, but not predominate the melody. When it comes to the overall loudness of the track I'm really in love with the mastering standards of EBU R 128 which allow more than enough headroom for uncompressed and full dynamic range of the tracks which are all at one loudness level. So, for my own uploads I'll keep it this way - but as a version for OCRemix (when the track is good enough and really finished someday) I could easily export it with a loudness that is about 6 dB higher than now (without any kind of dymanic compression). This should be around your average loudness standards in OCRemix. Hm, the strumming sound at 2:30 - yeah, you're right. The velocity goes a little bit over the edge there - guess I'll will fix it in the final version and check the whole strumming section completely as a solo played track once again. For the piano part I think I'll leave it as it is. The side noise in the higher piano section might be part of the piano itself and it rises recogniceably at a certain level of reverberation/wetness. For my perception it's not even an annoying side noise. Somehow it goes really well with the video where glass breaks into many shards. Thanks for the detailed feedback. I'll keep working on this track and especially on the performance of some instruments in the future.
  5. Got a nice update of the track - further informations of the changes in this version you can find in the description of the upload. Let me know how you like this version 1.2: >>> >>>
  6. C 'mon guys - gimme a feedback or some inspirations who you would improve that track in the future, what you would change or make different, technically or concerning the composition in general.
  7. Finally a huge update of my Street Fighter remix for the Balrog theme. It's my first remix I have created on my new high-end PC. I've made a lot of changes - further information of the new stuff in there you can find in the description of the upload. Here are the links for the new version 1.2: >>> >>>
  8. I know - it's not quite a video game remix. But I'm trying a lot of thing with guitar sounds for my videogame remixes in these days. So I decided to create an instrumental composition for a famous TV series opening from the 80s to use my new self-made virtual raw (slightly distorted) clean electric guitar sound preset. Further information you can find in the description of the upload. Maybe you can give me some feedback how you like the guitar sound as well the rest of the remixed soundtrack. Original Soundtrack: >>> ---------------------------------------------------- Newest version of my remix: 1.0 >>> >>>
  9. Got the newest update of my remix done - you can read about all the changes I've made in version 1.2 in the description of the upload. So, here's the new version 1.2: >>> >>>
  10. I've made an update of my Lufia remix recently (the things I've changed within version 1.5 you can see in the upload description). This time it also comes with a video that consists of in-game scenes of the final battles gainst the Sinistrals. Here's the link of version 1.5: >>> >>>
  11. Nice feedback. Concerning the loudness of the electric guitar: I've listened to the track via speakers, headphones and mp3-player (in-ear buds) and it was really okay for me. But you're right - I could tourn the loudness of the lead stuff at least bring down for about 1 dB. What do you mean with: "The notes cut off too early in my opinion, which may be leading to the overly stiff sound. I feel like they should flow a bit better."? Should be a few more overlappings or just make the notes longer until "note-on-note"?
  12. Heya - this is my first completely selfmade solo drum track. Whatcha sayin', dudes? Backgrounds and futher informations you can find in the description of the upload platform. There 's also a soundcloud link with an uploaded 320 kbit/s file for the die-hard audiophiles. --------------------------------------- Newest version of my track: 1.0 >>> >>>
  13. This is a little rock remix of the opening theme from the Pokemon anime series. It's my first remix of an anime soundtrack after making a few remixes for several videogames. I'm not the typical die-hard fan of Pokemon - but I loved the anime when I was a child. Pretty fluffy and hearty stuff with a nice touch of adventure. Some time ago I've listened to the opening theme of the anime once again which has a really decent melody I still like - and I thought that this could be a nice track for improving my virtual guitar skills. So, I put some effort into the articulation of every single guitar note. Sometimes I tought for hours about where the different articulations or playing techniques (like long played notes, hammer-ons, tappings, slides or some FX guitar sounds) might fit best within a short guitar sequence. But I got into it after some time and I think this helped me improving my music production skills a little bit - especially for creating much more realistic guitar sounds. Thanks to my really awesome virtual guitar amplifier Vandal I could give the guitar sound its totally unique style and make a decent final touch with a little bit hall reverb and a little bit more pinging stereo delay - really good combination for reverberant but also strong, assertive guitar sounds. I've also enjoyed working a bit more with velocity dynamics to bring some more life and vibrance into the track - but it's still pretty tough for me to find the right balance between the velocities of the different tracks within a song. Already a velocity value change of just 10 out of 127 can make a perceivable difference between hearing single notes in the whole mix and not noticing or at least not feeling them anymore. But I will work on this in the future. Just as usual I've mastered this remix at EBU R 128 loudness standards and used absolutely no compressors or limiters for keeping the full, natural sounding dynamic range and best possible hi-fi sound quality. So, check this stuff... Original Intro Theme: >>> -------------------------------------------- Newest version of my remix: 1.0 >>> >>>
  14. I've tried some stuff with the whammy bar emulation stuff to get it as realistic as possible. 1) The tip with articulation setting is pretty good. The best results I've got with hammer-ons, tappings, fx guitar sounds and harmonics. Harmonics can be pretty nice to wham out longer notes into silence if don't have an aftertouch function at your midi keyboard (to control the velocity of the key after hitting it). 2) Use a vibrato/LFO on the guitar sound (at my sampler I can set that the vibrato/LFO of the guitar sound with a defined frequency begins 0,7 seconds after playing the note, for example - can also automate that stuff). 3) Bevor you do anything with the pitch wheel make a jump of at least 4 or 5 semitones (upwards or downwards) and keep holding both notes after playing them (don't have to hold the note at harmonics of course) - for example play c2 and jump to f2 (or to fis2 or a2, for example). A jump from c2 to h2 (or "b2" at international rules) doesn't sound too nice as well - because after b comes c again (no distance of at least 4 or 5 semitones). If you want to jump between different octaves some combinations sound differently nice (for example - never jump from c3 to e1 and hold the keys - doesn't sound good - but if ya do the jump from e1 to c3 it may sound fairly nice). 4) After doing the jump with hitting the second note/key >>> move the pitch wheel and you'll get some awesome rock guitar whammy sounds. 5) If ya want to have it even more realistic try some volume automations in a similar way the pitch wheel is going to get some tremolo effects like in the video link (there's a pitch AND a volume/tremolo stuff going on - I guess it should be called "pitch tremolo bar" over just "tremolo bar" - maybe the reason they 've found with "whammy bar" a completely different name which is not too long and complicated).
  15. At the moment I'm trying to improve the amount and quality of the articulations of my VSTI guitar sounds in my DAW. There's a lot of great stuff you can do with the keyswitch buttons, the mod wheel, the pitch wheel and all the possible automations of course. But one thing I haven 't found out yet. It's about how to emulate the techniques with the whammy/tremolo bar of electric guitars which can give some really awesome sounds >>> It's stuff like this I mean: According to my knowledge a whammy bar is a device on modern electric guitars that allows the player to give or take tension from the chords/strings of the guitar. Different tension of the strings means that there is (at least) a pitch shift is going on - and as it seems (sounds) it 's a much different pitch shift than normal bendings and vibratos you perform with your own hands directly on the strings. So what's the big secret of the whammy bar if you want to emulate this in your DAW - or is there something like a special VST plugin for this?