Jump to content

All Activity

This stream auto-updates

  1. Today
  2. Great remix from a great source, well selected! Still filling out the weirdly wonderful on my playlist.
  3. Well said, chill with intensity. An oldie but still a regular on my playlist for its ability to transport me with the soundscape
  4. Yesterday
  5. dude! track two speaks to me in a very specific language that i don't understand but love to hear and track 7 makes me feel like i'm casually climbing to the top of the outer wall in cave story track 9 belongs in earthbound :] the manic energy in the last track feels like a warm coat on a cool autumn day i'm digging all of your recent work man
  6. So great. The lyrics are outstanding. Really captures this game's unique ability to get you into a "flow" state and reward you with the feeling that you're doing something impossible. Would make an amazing music video, maybe an underdog wizard at the game taking it to whatever its final stage looks like.
  7. Thank you all for the feedback! I hope to post later today an updated version. Changed a couple small things, and did a mastering pass. Edit. File uploaded. Lowered the bass slightly, added an additional part the second time through the A portion of the tune, a high pitched chime as one of the posters mentioned, and did a mastering pass using caustic mastering...8 think I got some more high end presence and clarity. Lowered one of the harmonics on the bass. Thanks! Edit: Oh, one more thing, the italo disco sounding song that I took some of my sound ideas from. https://youtu.be/8C35sdjc_cw?si=hU8Ss0qREsCgkvRe New version of my song below. TwistedSisterzReEQ'D 6 dash 12 .mp3
  8. something interesting i've just discovered: the boss themes for the MM and GG systems are actually different! i prefer the GG version personally then my actual favorite track from the game would be crystal egg zone, just for the lead synth
  9. Howdy Que! Echoing Seph's and luna's comments, your remix sounds impressive! You managed to get a lot of mileage out of the syncopated bassline of the source's intro. While the pacing of the arrangement is generally good, I think the shortness of the transitions causes the remix to suffer somewhat; you're keeping the adrenaline pumping, sure, but the listener doesn't have a moment to digest the segments. That being said, we're looking forward to hearing more from you. Keep it up!
  10. Spoilers! This is a nice sounding source track. I really like what is here so far in the WIP, especially the drum work. Sound selection sounds great too. Throughout the track I felt that I wanted more variation and maybe further deviation from the source, but I do like what is here.
  11. Hi Que! The production on this great - I really enjoyed the cleanliness of the mix and how much clarity you were able to get between the samples, the kicks, and perc elements. I wanted to hear some more of the melodic material from the original besides the A section, as after the 2 minute mark it started to feel stale. I am curious about the pauses between your transitions being shortened from presumably an older version of the piece. Were you feeling like they were dragging? Looking forward to hearing more from you!
  12. Hey Moebius! We cannot listen to the file currently as we'd have to request access... are you able to change the sharing settings to "Anyone with link can view?"
  13. Last week
  14. Howdy, Master Mi! Besides calculating time-based effect durations, you can also use this calculation to place studio monitors in your space. First things first: the speed of sound through a given medium depends on the medium's density (and temperature). At room temperature (20C or 68F), the speed of sound through the air is 343 meters/second (about 1,125 feet/second), slower at lower temperatures and faster at higher temps. To calculate space in time-based effects like reverb and delay, that's 343 millimeters per millisecond (343 mm/ms) or about 1.125 feet per millisecond (1.12533 ft/ms). Next, sound waves radiate from the source -- almost perfectly spherical in lower frequencies and more directionally as the frequencies climb. A spherical room with a radius of about 11.25 feet will have early reflections (i.e. bounce off the walls) at 10ms. Of course, no room is spherical; most are rectangular prisms or combinations of 3D shapes, so you'd need to measure the distance from a given point in a room to all the faces (walls, floor, ceiling) to determine the travel time for the sound to reach that point from the wall and vice versa. Because higher-frequency sounds have smaller wavelengths, they lose energy faster than lower-frequency sounds. For especially large rooms like your cathedral example, it'll be necessary to roll the high frequencies off in your reverbs and/or delays for realism (and lower frequencies for mix balance). I like rolling off at 360Hz (high pass/low cut) and 3600Hz (low pass/high cut) as starting points but play around with these to suit your production. Regardless of the other dimensions, the average height for human males is about 1.77 meters (5.8 feet), while human females stand at about 1.63 meters (5.35 feet) so the time for a sound to travel from human-ish height to the floor is about 4.75-5.1 ms (1630 to 1770/343 or 5.35 to 5.8/1.125). But unless the sound source is facing the ground, most of this first reflection is likely not getting through your HPF. For the distances to other surfaces, convert the distance to either millimeters or feet and divide by either 343 (mm/ms) or 1.125 (ft/ms). It'll be up to you to decide how big you want this cathedral to be and calculate accordingly. You can also fudge those delay timings to simulate a colder or warmer room -- e.g. at 0C or 32F (freezing point of water), the speed of sound is about 331 m/s (1086 ft/s), or 331 mm/ms (1.086 ft/ms), so the time to the floor is about 4.9-5.3 ms. Not much slower for the first reflection, but the difference is more noticeable for further surfaces.
  15. Guess I had a good nose for some of the most illuminating 15 minutes of the video, skipping through the whole video content like a passionate and fiercely investigating hobby detective. ;D
  16. Are you sure you didn’t watch the video yet? You just covered basically all of the video in your summary! 😂
  17. Nice one. )) Without seeing the whole video with the length of over 4 hours, I would say the following things are crucial to bring some VSTi/VST-based electric guitar magic in the soundtrack: 1) a realistic electric guitar VSTi with a good amount of faithful articulations/playing techniques 2) a nice electric guitar and bass amp VST simulation that features lots of settings and effects 3) a good understanding of electric guitars and performing special guitar techniques in the DAW (so, everything about the technical things going on when playing a real electric guitar and how to translate it with all your DAW tools like the electric guitar VSTI interface, the MIDI editor and further plugins) 4) and lots of mixing experience On the other side, even a real electric guitar in the mix can sound like a Goomba stuck in the sewage pipe if the guitar has bad pickups, you stole the fishy guitar amp from a grumpy octopus at the bottom of the shore or your playing and mixing skills just passed the toddler difficulty. ... During this week in the first part of my summer holiday I also tried to implement a nice clean electric guitar into my coming Crisis Core remix composition - and I got pretty much inspired by the soundtrack "Everytime We Touch" by Maggie Reilly: For the clean electric guitar that I've played more or less via MIDI keyboard in my DAW, I might have to do some work concerning timing and articulation. But it already sounds like something I'd definitely go for in the coming remix version. Here's a short audio sample of my early results: CC - FF7 Remix (Excerpt) - Clean Electric Guitar.mp3 You might turn up the volume a bit because I uniformly master my soundtracks at EBU R 128 loudness standard at around - 23 dB (LUFS).
  18. Not my favorite genre, and yes it's repetitive, but it does a good job with the source and it just...works! Very easy to listen to, IMO, and still on my regular playlist in 2024
  19. This question has been on my mind for some time now whenever I use stereo delay effects, for example when I want to work mixing-technically with a filter stereo delay in combination with a cathedral reverb as in this visualized example: But first to the basics of delay effects. You often have the choice between synchronized or BPM-related (BPM = beats per minute) delay times and non-synchronized delay times, where you can set the delay precisely in milliseconds. It's possible to convert the values between both delay modes - just take a look at this helpful link: https://sengpielaudio.com/calculator-bpmtempotime.htm The synchronized delay time can be more interesting for electronic music (or maybe also for avoiding too much phase issues), while the non-synchronized delay time can be more interesting for a natural and organic soundscape due to some irregularities (for example, by using settings such as 195 ms instead of 250 ms). To have more freedom, precision and a better understanding of the delay time I'm using when setting the values, I often use delay effects I can set in milliseconds. So, in my case with the non-synchronized delay settings of this image, a played note of the track with this delay plugin will get its echo(s) on the left side after every 250 ms and on the right side after every 500 ms. ... The feedback value, on the other hand, indicates how strong or how loud a sound event transitions to its subsequent delay or echo or how quickly it loses intensity/volume over time. With a feedback value of 50%, for example, the subsequent echo will be half as loud as the previous sound event and the delay will flatten out relatively quickly as a result. A value of 100 %, on the other hand, would create an endless echo with the same loudness as the original sound event. With a stereo delay, the whole thing is obviously a little more complex, which is why you would have to set the feedback values on both sides to 100% for such an endless echo (and the signal must also not be absolutely dry). ... The pan value is easy to understand and sets only the panning of the delay effects of course (panning of the source signal won't be affected by this setting). Just like for reverb sends, I would also recommend hard pannings for delay effects to avoid an accumulation of sound mud in the center area of the mix. ... The dry/wet value is the ratio between the loudness of the source signal and the loudness of its echoes/delays. So, extremely wet settings with very silent source signals and much louder echoes might sound pretty wild - or weird. ... And since I used a really sophisticated filter delay with a low-cut and high-cut filter in this case, I can also set the frequency range for the delay effects. In my case with the settings in the picture, the delay effects below the frequency range of 500 Hz will be filtered out or radically reduced loudness-wise. ... But now my core question. How do you use a stereo delay effect plugin like this in a mix to create a natural and realistic spatial impression for a certain purpose? Let's say that the source signal is located in a big cathedral (cathedral reverb activated) and might be used in 7 different situations, after you (the listener) just entered a large cathedral: 1) In the first situation, the source signal should play pretty much in the center of the cathedral (no special heights involved here - sound source should be at ground level or at the height of the human ears). 2) In the second situation, the source signal is still in the horizontal center of the cathedral, but it's shifted much more to the front side and towards you standing in the entrance area. 3) Similar case, but this time the horzontally centered source signal gets shifted towards the back of the cathedral. 4) In another situation, the source signal should play on the left side in the back of the cathedral. 5) In the next situation, the source signal should play much more on the right side in the back of the cathedral. 6) In the following situation, the source signal should play just a little less far on the right side and a little less in the back of the cathedral. 7) In the last situation, the source signal should play on the right side in front of you around the entrance area of the cathedral you just entered. How would you set and change the delay values (especially the delay times for the left and right side, the feedback and the dry/wet parameters for the left and right side) for these situations in order to create a realistic and natural spatial impression (maybe also in connection with shifting some of the reverb parameters)? Maybe somebody also knows how to create a further impression of height above the ground level for a sound source in a cathedral just with delay effects like these. Might be a tough question even for professional audio engineers and die-hard physicists, but maybe someone already geeked out into topics like these.
  20. really digging when the toms pick up in the first track. and that brass sample! i got a soft spot for em maybe the restricted tools at the berlin studio can help inspire you by being creative and working around your limitations!
  21. Dude, that paraglider level was something else. Rain above, spikes below, no rings, questionable controls. GOTY 1992. xD Aqua Lake had pretty great music and so did Sky High zone. Green Hill was a bit meh compared to the Megadrive version tho. I don't think Undaground Zone is hard to arrange in a modern way. Case in point I did a mash up of it with Chu Nan from Sonic Word like a decade ago for the Sonic Zone compo, in the style of Platinum's Vanquish by Masafumi Takada. If you're curious I can try to do an edit of it with only the Sonic 2 GG parts, and update this post with a link.
  22. This sounds to me like you didn't need any help reaching that finish line after all. 👏 Time to airdrop this baby into the judge's den and wait for the fireworks. ✈️🎇
  23. Hi everyone! Last night, I held a live webinar on YouTube about dialing in mix-ready guitar and bass tones for your remixes. You can find the VOD below: VSTi and VSTs from the Webinar, also in the video description: (not all were used in the webinar; all plugins listed below were curated for this webinar based on their quality and price - they're all free!) Guitar: Cute Emily SG Shreddage 3 Stratus Unreal Instruments Metal-GTX (requires Plogue Sforzando) Bass: Shreddage 3 Precision MODO Bass 2 Amp Sims: Ignite Amps SHB-1 (SHB-1 is a boutique tube amp sim for bass guitar; comes with it's own cab IR built in) Ignite Amps Emissary and NadIR (Emissary is their boutique tube amplifier sim, NadIR is a cabinet IR sim that can be used with ANY other amp sim) Guitar Rig 7 Shattered Glass Audio ACE IK Multimedia Amplitube 5 Pedal VSTs: TSE Audio 808 TSE Audio R47 Plugin Boutique Face Bender
  24. 1. Format 1. Submissions must be WAV format audio files. Audio must be at least 16-bit, 44.1kHz stereo and will be encoded as a 16-bit, 44.1kHz stereo VBR1 MP3. If you have lost your original project files and cannot provide a WAV of the required quality, please note this in your submission comments. Do not tag or name your file with "OC ReMix", "ocremix.org", etc.; we will do this ourselves if your submission is accepted. 2. We strongly recommend submissions between 2 and 7 minutes in length. Anything longer may delay evaluation. Anything shorter OR longer risks not featuring the original source music prominently & consistently. 3. Submissions must have an original title. Do not name your submission after the source track, the game title, the genre, or yourself. 2. Ownership 1. Your submission must be your own, original arrangement. 2. Only submit works which you yourself participated in the creation of; do not submit on behalf of others. 3. Your submission does not need to be newly or exclusively created for OverClocked ReMix; past arrangements made for other personal, community, or commercial projects are welcome, so long as any previous contracts or terms are not prohibitive. 4. If your submission involves multiple artists, ensure that all artists: Are named in the submission information Agree with the terms of our Content Policy Are credited with the name and profile information they wish to be represented by on OverClocked ReMix 5. If an artist does not wish to be credited in a collaboration, they do not have to be. If they would prefer to be mentioned in the submission writeup instead, please indicate that in the submission information. 3. Acceptable Source Material 1. Submissions can arrange music from any video, computer, or arcade game, with the following qualifications: The music must have actually been used in the game; a bonus track off a commercial game soundtrack does not qualify. The music must have been composed specifically for the game or first published (or recognized) as the game's soundtrack. Movie themes such as Star Wars or licensed songs from games like Gran Turismo do not qualify. Current exceptions: Portions of the Tetris soundtrack, containing Russian folk music and classical music, and portions of the Frogger soundtrack, containing Japanese nursery rhyme music. Sound effects alone are not considered music, and submissions primarily consisting of them will not be accepted. Games that are shareware, freeware, or personal projects may or may not be accepted at our discretion. We strongly recommend arranging music from commercial releases to avoid any problems. 2. Submissions incorporating more than one source are allowed, but are not given special consideration or leniency with regard to the submission standards. Your submission will only be assigned to a single game in our database, regardless of how many games' music it contains. Your submission must have a strong focus and direction. Medleys must sound like a single song, not multiple songs pasted together. 3. Any incorporation or arrangement of source material not from games (mainstream, classical, etc.) should be extremely limited. Brief usage of non-VGM sources is acceptable, but mashups and extended sections arranging non-VGM sources are not allowed. Any direct non-VGM source usage must be explicitly mentioned in your submission comments. 4. Arrangement 1. Arrangements in any genre of music (for example: techno, jazz, rap, rock, classical) are acceptable, so long as the genre itself does not conflict with any other arrangement criteria. Submissions must have a primary focus on musical elements; this excludes extensive focus on narration/voiceover (e.g. audio drama, audio books). 2. Your arrangement must be substantial and original. Submissions must be different enough from the source material to clearly illustrate the contributions, modifications, and enhancements you have made. Acceptable arrangement often involves more than one of the following techniques: Modifying the genre, chord progression, instrumentation, rhythms, dynamics, tempo, or overall composition of the source material Adding original solos, transitions, harmonies, counter-melodies, lyrics, or vocals to the source material Taking the original game audio and simply adding drum loops or using an existing MIDI file and assigning new instruments does not qualify as substantial or original arrangement. Submissions must not include any sampled audio, including sound effects, from material owned by Square Enix or its subsidiaries. Submissions should be long enough to convey arrangement; generally, this requires at least two minutes of material. 3. The source material must be identifiable and dominant. While interpretation and original additions are encouraged, arrangement must not modify the source material beyond recognition. The amount of arranged source material must be substantial enough to be recognized. 5. Production 1. Submissions should be cleanly and clearly produced. Recordings should be reasonably free of distortion, hum, clicks, pops, or other unintentional audio artifacts. Volume levels should be normal compared to the average recording. 2. Production must show significant attention to sound quality, mixing, mastering, and utilization of effects. Synthesized and sampled elements must be reasonably sophisticated. General MIDI sounds from low-budget soundcards are not sufficient when superior samples are available online for free. Overusing common presets, relying heavily on prerecorded loops, or employing nothing but basic tones or "chiptunes" is discouraged. Instrumental and vocal performances should be recorded clearly. Performances should be well-executed with regard to tone, pitch, and rhythm. Submissions should be mixed with regard to volume, panning, and effects so that individual elements are clear and an appropriate sense of space is maintained. 6. Evaluation 1. Submissions that do not meet format, ownership, and source material requirements may not be evaluated. 2. Submissions may still be rejected without further evaluation if either arrangement or production requirements have clearly not been met. 3. If all requirements have been met, submissions will be evaluated based equally on arrangement and production criteria, taking into account more subjective factors such as originality, variety, and quality. 4. Submissions will generally be evaluated relative to recently posted ReMixes; ReMixes posted over a year ago may not represent current standards for arrangement and production. 5. Submissions that are revisions or new versions of existing, posted ReMixes will only be evaluated as additions, not as replacements, and must be substantially different. Revisions are not encouraged and may be held to higher standards. 7. Instructions 1. Submit only one submission at a time. Multiple submissions sent together will not be evaluated. 2. Wait two weeks between submissions. You do not need to wait for your previous submissions to be evaluated. Submissions received more frequently than two weeks apart will not be evaluated. Resubmissions that are meaningfully revised after a past rejection can be expedited back to the judges panel at any time. Please include *RESUBMISSION* in your comments, and a link to the previous judges decision. 3. Ensure that submissions are final, polished works: once posted, they cannot be revised. 4. Submit your arrangement using our Submissions form. If you cannot access the form, register a forum account. For anything else (questions, suggestions, etc.), contact us on our Discord server or contact admin@ocremix.org. Please indicate if you have a special request regarding the date or manner in which your submission is posted. 5. Have patience. Check the Currently in the Judging Process page, the Judges Decisions forum, and the homepage to see if your submission was accepted. If you do not see it on the judging queue, contact a judge about it.
  25. Hey. Mastered and Unmastered mp3 versions of both of these, in the context of seeing if anyone has anymore to add for the final stretch. ♥ ...Think Snowy Lambcow is just as tired of seeing me as I am of it. Feels like I'm crawling with a broken spine after dat boi trampled me on the way to the finish line... But I ain't frozen yet. I didn't hear no bell. ;) So, yeah. Any final pearls of wisdom or word of advice or cautionary tale on these before I ship it back into the lion's den would be immensely helpful, thank you so much. Time to crash out in the meantime, rofl. UNMASTERED: VQ - Sorrowful Bellows (UNMASTERED) MP3.mp3 MASTERED: VQ - Sorrowful Bellows (MASTERED) MP3.mp3
  26. Thanks! Yeah a bit of funk. It needs a lot moar :) As i Said i couldnt get shit done in my old Place. But enough to remind myself that dark world could be a killer funk piece. Actually tried For an orchestral/funk hybrid 10 years ago...i think i even posted It Here. JEez, 2014 Is a decade ago! Inconceivable!
  27. I am Happy i went full hippie. Else i wouldn't have gotten a decent PPR response. From good old Pretz. I'm on cell, i'll respond over the week. Ftr i love Rogan, lol. But i think he's weak on that One. Starstruck by the Billions. You sound Like Elon, Pretz. I can See where you're coming from i think. Hm. I'll wait until i have a good response. And a keyboard Cu <3
  1. Load more activity
×
×
  • Create New...