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Showing content with the highest reputation on 05/25/2016 in all areas

  1. This looks awesome and much more cost-effective than assembling all the various equipment necessary to capture those sounds from the actual hardware! Plus I've spent ages pounding my head against LSDj and just can't get the hang of anything more than simple melodies, so being able to just throw midi files into Kontakt is literally a dream come true Watch out judge's panel, you're going to get a whole bunch of brutal chiptune death metal songs from me once this is out in the wild
    4 points
  2. SAC is licensed. You can just download the free 5.5.2 player.
    3 points
  3. Nabeel's been showing me how powerful everything is over the last couple of months. I'm looking forward to this. I have an album that I'm working on and I want some SNES textures in there. I'll have to update Kontakt though, I'm still on 4. xD
    3 points
  4. That's a sample I created by looping hihat noise, with the loop points so close together that they generate a note when pitched really high. The source sample (the hihat) is completely irrelevant at that point, though. It's just a fun way to find unique textures to play with, instead of using "clean" sine waves or the like. I've been doing that from time to time. Once that was done the rest is just pitch modulation.
    3 points
  5. Hopefully, Alex won't be mad about a rejection on these grounds, but yeah, I had to turn down an otherwise great bLiNd and Chimpazilla collab from even going to the panel for the same reason. I quoted her because I agree with her sentiment; it's a great track on its own, so if you feel no reason to modify it just to pass OCR, no worries. Still great work here, even if it falls outside the rules here; what's most important is making the track how you envisioned it and in the way you most enjoy.
    2 points
  6. Yo! A dude is rubbing his hands together like Birdman waiting for this right now. I'm out here looking like a hungry Donkey Kong walking towards his banana horde really. Tl;dr. I'm VERY HYPE for this and can't wait to get my hands on it.
    2 points
  7. I am so overdue for ear training. I did manage to use the parametric EQ in FL as a crutch to partially notate Wings of Hope but I don't think I have time to finish this notation job with my current skill set and time constraints. That being said, I'll do the best I can on my entry with what I've got.
    2 points
  8. I really don't get this mindset of it not feeling like a community effort simply because you weren't involved in it directly. Personally, I'm proud of the fact that I belong to -- and contributed to -- a community full of people talented enough to create stuff like this. I put out remixes that were re-upped as content for the site, directed an album, bought shirts, and advertised, and all of that helped OCR grow. So maybe I feel that, on some level, I actually did help with this. As should every OC ReMixer and community member, because you all did the same.
    2 points
  9. 6 more days! We are really excited to hear what you guys all think about the album! The physical discs are being produced and should arrive within the next day or so, and the digital ones are all being tagged. Hyyyyyyypeeee
    2 points
  10. OC ReMix & Impact Soundworks are pleased to officially announce the release of SUPER AUDIO CART, the definitive retro game instrument and a project eight years in the making! Instrument Page: Read More & Purchase Super Audio Cart features eight legendary video game systems recorded in exhaustive detail using a slew of specialized cartridges and hardware: Atari 2600 Commodore 64 Sega Master System Game Boy Sega Genesis (Mega Drive - Model 1, naturally) NES Famicom (w/ VRC6, VRC7, FDS) SNES (Super Famicom) These samples combine to form more than 630 multisampled sound sources: everything from pulse oscillators and noise generators, to essential FM patch layouts, true lo-fi PCM drums and hacked/circuit-bent setups. When you play a Commodore 64 PWM patch or an NES drum kit, you aren't hearing an emulation: these are the real sounds coming straight from each console. But Super Audio Cart goes far beyond authentic game sounds. We created an incredible KONTAKT PLAYER engine (with full NKS compatibility) pushing Kontakt to its limits to provide a huge range of sound design features and 1200 factory presets in total. This engine lets you transform simple pulses, saws, and 10kb samples into monumental pads, dirty EDM basses, hip hop leads and anything else you can think of. SAMPLE CONTENT Over 5,800 meticulously edited samples in total All-new bank of custom SNES samples (400+ instruments) 120+ classic FM instruments from the best Genesis soundtracks Hundreds of sound effects, both sound sources + presets Synthesized and DPCM sampled drumkits Tons of waveforms and circuit bent oscillators ENGINE FEATURES Up to 4 simultaneous and independent sound source layers Five total FX racks (one per layer and global) with a custom "SNESVERB" module Independent arpeggiator/sequencer & gate, including wave sequencer Full control over envelopes, mapping range, keytracking and tuning Customizable portamento (including poly portamento) Over a dozen filter models (LP, HP, BP, notch) MIDI learn / CC links to any parameter or control XY controller for layer blending or modulation (also MIDI learnable) And the crown jewel, a 64-slot custom mod matrix built from scratch. We'll be making a video just for this since it can do so much - create and assign custom LFOs to virtually any parameter, use MIDI CC, random numbers, velocity, key position, and aftertouch (to name a few), modulate FX and controls globally or per-layer... etc. And you can bet the factory library makes great use of it! AUDIO DEMOS https://soundcloud.com/isworks/sets/super-audio-cart-demos Super Audio Cart was produced as a collaboration between Impact Soundworks and the OverClocked ReMix video game music community, and is available now for the MSRP of $149 with FULL Kontakt Player and NKS compatibility! Get the library here! Let us know what you think! VIDEO TUTORIALS (Playlist) https://www.youtube.com/watch?v=n_kB2z4rCmo QUOTES "Super Audio Cart is so much fun, and absolutely spot-on for simulating retro game sounds. This is absolutely a fantastic sample library for all game music fans." -Yasunori Mitsuda (Chrono Trigger, Chrono Cross, Xenogears) "It's extremely convenient to be able to create arrangements with such diverse sounds so quickly, just using MIDI. Of course, Super Audio Cart isn't just for 'retro' sounds - it's also very useful for modern music as well." -Yuzo Koshiro (Streets of Rage, ActRaiser, Revenge of Shinobi, Etrian Odyssey) "Super Audio Cart is without doubt the best plugin for all your chiptune needs, it's got the lot and they're all glorious!! Having all these authentic sounds in one place is the best idea since someone said, 'Let's put a rap in Donkey Kong' ... oh wait." -Grant Kirkhope (Donkey Kong 64, GoldenEye, Banjo-Kazooie, Civilization: Beyond Earth) "Super Audio Cart fills a niche in my chiptune arsenal that has been sorely lacking. The SNES-style patches sound so authentic, and the multi-chip patches bring usability and versatility I haven't seen in a chiptune instrument before." -Danny Baranowsky (Crypt of the NecroDancer, Binding of Isaac, Super Meat Boy)
    1 point
  11. Thank you! Now I can make my profile a little more complete and accurate.
    1 point
  12. @JK FlipFlop, @Slimy Option has been added!
    1 point
  13. This is where I'm losing you - OCR staff are in complete control of what the OCR name gets affixed to, and I have ultimate veto power, at the end of the day. Do I often veto the opinions of staff, or go off and do something entirely on my own without talking it over with them first? No. But in your hypothetical above... you do realize we have a judges panel that decides what gets posted on the site, right? The OCR name gets affixed precisely & solely to that which we believe it should be affixed to. Most of the time the suggestions are coming from the community, or staff, but sometimes it's my idea... the accountability lies with me, so when you talk about an individual using the OCR name without our review & consent, how is that relevant? It's a name, a website, and a community that WE work on, for hours on end. We're doing the administration, the moderation, coordination, the promotion, and it's a ton of work. Put frankly, if we're not in a position to make certain types of decisions, then not only are we unable to do our jobs efficiently, but the whole thing kinda falls apart... Your follow-up post is a little bit clearer, and that clarification was requested and is appreciated, but it still seems a little unreasonable to me. Your definition of what constitutes a "community" effort is very black-and-white, when I think things are more nuanced than that. To me, as long as members of the community worked on it, and the site gets behind it, and we associate the OCR name with it, that's all it takes... there are degrees of community involvement, in other words; it's not an all-or-nothing proposition... I think you might have a tendency to create these binary distinctions and get all huffy when simply accepting the spectrum of possibilities would be more accurate & reasonable? Perhaps, 5-10 years from now, when the OCR name is being applied to undergarments & flamethrowers & corn dogs & pharmaceuticals, we'll look back on the prophetic words of @Brandon Strader and acknowledge his foresight and wisdom in predicting the commercial dilution of the site's mission... but I wouldn't bet on it. At any rate, if you want to continue discussion, please message myself & zircon.
    1 point
  14. If you're passionate about this album, then go for it. Got any tips for Norse music? Also you should do something from the Kingdom Hearts franchise like "Working Together" (KH2) or "The Encounter" (KH BBS) in a Norse or Celtic style. Have a nice day ...
    1 point
  15. Really digging this. I think it's on par with your Solar Jetman track (which was already incredible).
    1 point
  16. Track outline started. Think i'm going to go minimalist with this one.
    1 point
  17. Beautiful sound but its not really something to my tastes. I'd be interested in what becomes of the project though.
    1 point
  18. Just following up on this... it's the default IPS4 theme CSS, not something we did, so we aren't necessarily fans either. SO far we haven't really tinkered much with the IPS4 theme, but that will certainly change, and as we make modifications, I'll look into this.
    1 point
  19. Thanks for the suggestion - we'll add it soon!
    1 point
  20. But OC ReMIx never stood for "Don't endorse super-cool commercial projects that are completely relevant to the site mission of promoting VGM"... that was never a restriction, at any level. We are, first and foremost, a community of fans creatively expressing our appreciation for some amazing music. But the site's mission & principles have always included promoting VGM, and that includes commercial offerings if they are relevant. This is relevant. A portion of each sale will go towards supporting OCR, by the way. If anyone else agrees with Brandon's concerns, please chime in; to me, it seems like most people get the connectivity & understand why this is something we have been part of & will be a part of. Some amazing music will be made with this library, guaranteed! Some of that music will end up on the site, some of it will end up in games... sure feels like a win-win, to me. Heck, when you see who's putting together some of the demos for SAC... if you still feel raw about it, I'll be waiting.
    1 point
  21. Cost: Yep, as mentioned in a YouTube comment reply it's going to be in the $100-150 range. I think it's going to be a pretty fantastic value for the money purely for the MODERN sounds alone. That's the big difference between this and other retro/chiptune type plugins; this has hundreds upon hundreds of presets made by layering the systems, adding effects, modulators, envelopes, and filters. A pad made from SNES strings mixed with Genesis sweeps and NES arpeggios? Sure! The factory library features contributions from OCR's own community: bLiNd, Timaeus222, Flexstyle, Sir_NutS, and Big Giant Circles, along with myself and djpretzel to name a few! Kontakt: ... Is not the most elegantly designed plugin in the world, but that's OK because we created our own interface and engine from scratch. So you're not really using Kontakt's UI, but our own thing that just uses Kontakt as the backend. All the graphics, wallpapers, knobs and other stuff are totally original. I'll be making a multi-part tutorial series on how to use Super Audio Cart, too. Starting with the basics of navigating the factory library, then moving on to basic sound layering and mixing, envelopes/filters and portamento, arpeggiator & sequencer, FX, and the mod matrix. SNES: For the SNES, for copyright reasons we couldn't sample the actual games themselves. Instead, we created our own custom bank of 400+ sounds to the same specification used by actual SNES games, right down to the same bit rate reduction (BRR) encoding. These samples could be dropped into a ROM file and loaded on a real SNES - and in fact we did that just to make sure they sounded correct! You'll find a huge range of sounds including strings, pianos, guitars, basses, ethnic instruments, FX, ensembles, and drums, with lots of variations for each. There's also an FX module with the classic "SNESVERB" sound that you can tweak and toggle at will. MegaDrive: Another tricky one, since FM synthesis has infinite possible patch combinations. However, most of them suck! So we ripped the TFI (FM synth patch) data from actual soundtracks and, using a Model 1 Genesis and GenMDM hardware, multisampled about 120 of the best patches from my favorite games. Classic instruments from titles like Streets of Rage, Phantasy Star, Shinobi, Toejam & Earl, etc. Oh yeah, and several hundred FX taken from sound tests too (non-PCM fx, so again, no copyright issue!) On the PCM end, we did use the Genesis' lo-fi DAC to record some custom drums + percussion for lovely Genesis-style 707, 808, 909, rock, metal, and hybrid kits, plus about a dozen others.
    1 point
  22. I found one for the Crystalis track but I did not have any luck finding any midis for Tales of the Abyss or Wild Arms 3's airship themes. I hope that does not become an issue for anyone. Crystalis - http://www.rpgamer.com/games/crystalis/cryst/sounds/midi/crysocen.mid
    1 point
  23. Hero Bracket Round One: Answering the Call Welcome to the first round of the ReMix Role-Playing Competition 2016! The first round of the Hero Bracket will be about traveling themes, specifically, themes associated with riding on mounts, boats, and airships. Here is a rundown of the match ups of the first round and their sources. @Garpocalypse (Ramza) and @alfredofreak (Ayla) : Wings of Hope - Tales of the Abyss @Touchstone (Ib) and @Xenonetix (Terra) : Lightning Blade in the Blue Sky - Wild Arms 3 @Chernabogue (Isaac) and @Ghetto Lee Lewis (Leliana) : Raging Sea - Crystalis ReMixers will have until noon on Monday, May 30 Eastern time to submit their music to me via PM. Please follow the instructions for submitting ReMixes I laid out in the opening post of the thread. Good luck heroes and safe travels!
    1 point
  24. I've got YoshiBlade on standby for our 12th participant so depending on what he goes with, I will take you up on that.
    1 point
  25. If you need another Hero, I can take my Isaac pick and roll with it.
    1 point
  26. No one else has signed up yet. At this point, I think it would be best to just press on and get the compo rolling. What I'm going to do is pick someone from the undecideds to get the Hero bracket up to six people. If someone wants that spot, feel free to claim it here today, otherwise I'll make the call myself. And during the mixing period of the Hero round 1, I will leave sign ups for the villain side open just in case someone comes along and decides they want in on the action. Of course, if someone new signs up today, then it won't be an issue and we'll be able to proceed without any further concerns. Thanks a lot everyone for signing up and everything you've done to promote the compo to others. Based on the general responses I've seen, it's not so much a lack of interest keeping people from joining in, but a lack of spare time. That sort of thing can't always be helped no matter what you do but I appreciate everyone who took the time to look at the compo, even if they decided to pass on it.
    1 point
  27. That's too bad, Sir_NutS, but thanks for checking it out. Ronald Poe, I will always be posting in this thread at the start of every round, as well as when I provide links to download each rounds' submissions. You can click the Follow button at the top of the page across from the thread title to be notified whenever someone posts in this thread (I've not done it myself so I'm not sure if you'll get an email or just a notification when you log into the forums, I'm assuming the latter). Now that the forums are upgraded, I suppose I could also tag everyone in the round in my post just to make sure everyone's been alerted. We just need to get at least one more person over the weekend and we should be in good enough shape to make this work. Are there any other compo regulars we haven't tried reaching out to yet?
    1 point
  28. Where's the "dislike" button...?
    1 point
  29. Do you mind messaging me when it's time for the villain rounds? I personally am quite busy (I'm already doing a PRC, an original field theme, and at least one tribute/compilation album) and would like to know when to concentrate on this competition.
    1 point
  30. I see everything, and it both makes me so happy to see this finished, and simultaneously sad because I couldn't bring this project to fruition. ; _ ; There are a lot of feelings inside of me as I listen. It is a beautiful remix of that happy village theme.
    1 point
  31. Yeah I remember this. These guys spent the whole competition rickrolling people. Not a big fan of some of the wubs, which felt a bit out of rhythm at several points, which is a symptom of songs that just throw them around to get "dem dubsteps for the kids" in. I also think they were too prevalent throughout the song and they got old after a while. I did like the use of vocoding to add some flavor and the synth soloing was great. The two themes were fused pretty well into a natural-sounding arrangement. I'm not feeling this one as much as I'd like to, because of the issues above, but I can't disagree that it's a solid offering. Definitely some creative usage of both melodies, which is what pleased me the most. YES
    1 point
  32. Oh, beautiful blending of the sources in this. The first time I listened to this I didn't know when one source ended and the other began - they just meshed so damn well together. I'm definitely with Deia and Larry, as far as transitions go, too, it's very well done. Robo-Rick certainly adds some unexpected flavor to the track, and it worked great. The arrangement just nails it so often, I loved it throughout. The production doesn't have anything that's dragging it down, that I can hear. The lead comes across as a bit too dry, overall, and the Megaman death sound is a bit of a tired cliche, at this point, but those are minor points against the great arrangement. Great track! YES
    1 point
  33. Stilted opening with the lead at :13; the timing really shouldn't be that blocky, but the overall instrumentation and textures are OK. The lyrics are unintelligible, but that's not a criticism. Fun way to reduce the "Never Gonna Give You Up" lyrics. Definitely with Deia that the theme transitions were effective, and I dug the energy once things picked up more at 1:35. Sounds like you had fun with this one, Jorrith! YES
    1 point
  34. What a great transition between the themes at 0:45. Overall I felt the arrangement was pretty smart and fun, and the adaptions of the sources were good. I wasn't feeling the combination of the sources at 2:23, but that was pretty minor in the long run. The production was pretty clean, and there was a good use of panning between the melodies. Overall I'm on board with this! YES
    1 point
  35. OC ReMix launches OverClocked Records, the Game Music Community Record Label January 22, 2014 Contact: press@ocremix.org FAIRFAX, VA - Video game arrangement website OverClocked ReMix announced today the launch of OverClocked Records (http://overclockedrecords.com), a record label focusing on original video game soundtracks and albums by game music composers, arrangers, and ReMixers. As a sister site to OC ReMix, OC Records offers a curated collection of music by diverse artists such as Big Giant Circles, Disasterpeace, Beatdrop, halc, Shannon Mason, Flexstyle, Sean Beeson, HyperDuck SoundWorks, Blake Robinson, and many more. Featuring over 70 albums in its launch catalog, OverClocked Records showcases a diverse range of musical styles, from chiptune, trance, and orchestral, to funk, jazz, and rock. All albums are available in lossless digital format for $10 or less, with no digital rights management (DRM) and 80% of every sale going directly to the artists. A portion of each sale also goes to the continuing operations of OverClocked ReMix, LLC. "For years, we've been looking for a way to spotlight and support all the amazing original music being created by the game music community," said Larry "Liontamer" Oji, co-founder of the label. "With OC Records, we're hoping to bring that music and these artists to the widest audience possible." Larry is joined by co-founders David "djpretzel" Lloyd, creator and founder of OC ReMix, and game composer Andrew "zircon" Aversa. To celebrate the launch of the label, OverClocked Records has assembled a free, downloadable album sampler featuring 20 tracks from the launch catalog. The sampler is available at the label website, as well as their official SoundCloud (http://soundcloud.com/overclocked-records). OverClocked Records will expand throughout 2014 to include many more hand-picked artists and albums in a plethora of styles, as well as features such as artist interviews, behind-the-scenes features, and podcasts/webshows. For more information on OverClocked Records, visit http://overclockedrecords.com. For the FREE album sampler, visit http://overclockedrecords.com/release/ocrc-launch-sampler. For more information on OverClocked ReMix and the community's complete catalog of interpretive video game music arrangements, visit ocremix.org, like OCR at Facebook.com/ocremix, and follow OCR on Twitter at @ocremix. ###
    1 point
  36. An absolutely amazing thing just happened here. Congratulations!
    1 point
  37. I'm grateful too, for this opportunity. This is motivating me to work on my album until I'm completely satisfied with it!
    1 point
  38. This is one of those moments where what you would like to happen in your dreams comes true. This is brilliant! Thank you guys sincerely, for making things possible for independent artists.
    1 point
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