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Showing content with the highest reputation on 07/29/2016 in all areas

  1. We've standardized how we use thread tags here because the way people have been using them aren't actually helpful. You can no longer add your own custom tags to threads. You'll be selecting from a list. Here are the tags and what they mean: album If your project is an album. remixer If you're looking for remixers. artist If you're looking for an artist to draw cover or insert art. video editor If you're looking for a video editor to work on a trailer or promotional video for you. composer If you're looking for a composer for some kind of non-album project, like a game. vocalist If you're looking for someone to sing for you. instrumentalist If you're looking for someone to play an instrument for you. engineer If you're looking for someone to handle the technical aspects of music production for you, like mixing and mastering. director If you're looking for someone to manage a project for you. This is a catch-all term for co-directors and assistant directors as well. web designer If you're looking for someone to build a website for your project. lyricist If you're looking for something to write lyrics for a song. voice actor If you're looking for someone to provide spoken word or acting for your project.
    2 points
  2. 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)
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  3. I can't say it's Christmas in July, but it is Christmas in March!! I apologize for the hold up, but I wanted to kick this thread into gear as early as I could this year, because this is the tenth anniversary of An OverClocked Christmas we're talking about. That's right, Volume 10!! Who's directing this ship this year? Well, in the last two years (volumes 8 and 9), The Coop has stepped up and stepped into the role of director, while I, for personal reasons that I won't get into here, stepped back to take a breather. Two years is a long time, but this year is special, and I couldn't stand staying away for it. So this year, I'm happy to announce that... Both The Coop, and myself (Dyne), will be directing this project. So, what's this year's theme going to be, or, what music should we be making for this project? As always, Christmasy, snowy, seasonal music is the goal, but this year, I'm asking everyone to stick to Video Game Music specifically. That means that we're not taking original music, or remixes/rearrangements of classic Christmas tunes. I will explain why this is the running theme for the year. In previous years, we've had a mix of all manner of music, from VGM, to classic Christmas music, to originals. For this year, I wanted to focus primarily on VGM has a whole, especially because of this community here at OCR. I love this community, and though I've been lurking for a long time now, I still think of this community as an extended family. So, with that in mind, let's brighten the year with amazing music!! The other reason for this focus is actually a project that has yet to be started. One that I won't be talking about, but one that is something I want to accomplish for Christmas 2017. So keep an eye out for that. What format should our tracks be in? Typically, we've accepted them as MP3s and WAVs before. We're going to do this again. The following is the format that I would like followed: 44.1 Khz, 192kbps .MP3 Who do we submit our music to? Well, to be honest, either one of us. But more specifically, I'd like to have them sent to me through my gmail account. That said, I have some guidelines for how you can send me those emails, and what I need to see so I can locate them in my email. First, my Gmail address is, as always, Dyne2057@gmail.com. Secondly, in the SUBJECT line, I'd like the following in all caps: RE: AOCC VOLUME 10 SUBMISSION Thirdly, in the body of the email message, I'd like the following: YOUR REMIXER HANDLE (what you use on OCR is fine), THE OFFICIAL TITLE OF YOUR TRACK, THE SOURCE OF THE TRACK (what game is it from? who is the composer?), ANY COMMENTS YOU WISH TO MAKE ABOUT YOUR TRACK (or tracks if you are making multiple submissions). Should we send multiple tracks in one email? The short answer is NO. The long answer is, I would like tracks in separate emails. I know this is tedious, but it will help me keep track of what information belongs to each of your tracks. What should we do if we can't send you tracks via email? If you can't send them via email, I will accept links to DropBox, web space (if that's where you can put it), or whatever method you'd like to use to get them to me. I would still like the requisite information from the email along with the link. If you are doing multiple tracks, then you can send multiple links this way. I know, this is a bit backwards from what I said about sending email to me in one of the sections above, but please hear me out. If you're sending links, you can more easily divide up your track, so what it should look like is like the following: --- <DOWNLOAD LINK FOR YOUR TRACK> --- REMIXER HANDLE --- OFFICIAL TITLE OF YOUR TRACK --- SOURCE OF YOUR TRACK --- COMMENTS ABOUT YOUR TRACK And then just repeat for as many submissions as you have. The download link will act as a divider. And remember that your SUBJECT should also be the same as above. WIP Deadlines, Final Deadline? I'd like to have at least two WIP Deadlines this time around. The deadlines will be as follows: First WIP Deadline: June 1, 2016 Second WIP Deadline: September 1, 2016 FINAL DEADLINE: December 11, 2016 at 11:59pm I would like to have everything submitted by December 11, 2016, which gives almost 2 weeks for everything to be finalized, and readied for release. This year, because of the length of time we have, I'm going to be a bit more strict on late tracks. That said, the very latest I intend to take submissions will be by: Wednesday, December 14, 2016 at 11:59pm. Questions, Comments, Suggestions? If you have any of these, feel free to drop me a line, or throw those things here in the thread. Either The Coop or myself will answer you as soon as we can. Thank you, and as always, I look forward to hearing your tracks. Track Suggestions In a response to a question about suggestions, I said I would think about some ideas and present them here in the OP. So, here are some ideas. Also, please note, your remixes don't necessarily need to be specifically snow-based level music, or what not, it can be any track you want. Super Mario Bros. Castlevania Teenage Mutant Ninja Turtles Earthbound Mega Man and Mega Man X (don't forget the Game Boy series!) Megaman Zero 1-4 Chrono Trigger Chrono Cross Final Fantasy series Destiny Tom Clancy series Rainbow Six series Act Raiser Final Fight Street Fighter series King of Fighters series Snatcher Sonic the Hedgehog Undertale (especially this) Super Mario RPG Tales of ... series Assassin's Creed series Metal Gear and Metal Gear Solid series Thanks for the reminder Yannic Gerts! Here's a link to all the previous albums! http://williammichael.info/aocc/index.htm
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  4. Well, not so much a Remix as I'm looking for a Cover, but you are free to Improvise. I'm the Director for the Final Fantasy 9 FanDub on YouTube. Our Channel has nearly 800 Subscribers, our FanDub has had thousands of Viewers. I'm looking for someone who can do a Cover for the Hilda Garde Airship Theme and a soft instrumental for Melodies of Life. Anyone interested, post a response below and I'll send you a private message with more information. If you have a demo to some of your work, please include that so I can take a listen.
    1 point
  5. Big update everyone... today we hit 100%!!! The project is now officially funded. Huge, huge thanks to OCR for the help. That said, we have 7 days to go, and to celebrate, today I added a new stretch goal. Help me get to the next level, and the next remix I do as a post-launch bonus track will be... "Baba Yetu" By Christopher Tin, from Civilization IV: It's been requested a lot over the years actually, but man... a hard one to do justice to. But let's keep this funding momentum going over the next few days, and I'll make it happen. Thanks again!!!
    1 point
  6. Find the difference
    1 point
  7. It's not good if it's boring, DMT. I hoped I wouldn't agree, but it _is_ a little boring. The drums, the thick synths... it's the same intensity for most of the song. It could have more variation in dynamics. That comes from both the writing, the sound design, and the mix. For example, you can leave the rest the same and just take the drums to half-tempo. Or you can drop out the pads for a bit. You can filter out all the bass for a bit. You can have a big delay-y breakdown at some point. Or any combination of these and other variations. It keeps the track from getting boring when things happen in the dynamics. I don't think the track needs a tempo increase, but something as subtle as 1-2 BPM more can make a big difference in how the track feels. That's in case changes to the dynamics don't do enough. I like the general sound design. I'm a sucker for old synth sounds. The one exception might be the lead synth, which gets a little whiny at times. You could use a second lead for some parts, for variation. Cool stuff.
    1 point
  8. Just in case people might be interested, I decided to remaster my most recent remix. I may have overdone it, but I still think it's an improvement:
    1 point
  9. $50 + $149 = $199 Except I misread, the player-version would actually cost $99. Forget I said anything. Edit: Join the ninja'd conga line.
    1 point
  10. Yeah the upgrade would absolutely be flat $50, so you wouldn't lose anything by getting the Player version and upgrading later.
    1 point
  11. Update v1.1 is coming out tomorrow with a LOT of new stuff! Also, we want to hear from people who are interested in SAC but have not purchased it: Would you buy a 'Player' version for $99 that has all the same content, but does not allow editing of the sounds or making custom sounds? For example you could load up a 4-layer sequence patch and edit basic stuff like volume, pan, and pitch, but not edit filters, envelopes, FX, mod matrix, etc. Basically a ROMpler vs. the full synth version for $50 less.
    1 point
  12. Nope. You could do Rap, Rock, Country, Folk, Classical, Death Polka... whatever floats your boat.
    1 point
  13. If this is about the library going missing from the Kontakt library tab if you start a new instance of Kontakt, I had the same with Shreddage 2. The solution at http://www.kvraudio.com/forum/viewtopic.php?f=176&t=465223 (first page, last post) worked for me. Some nasty mess due to Service Center updates iirc.
    1 point
  14. Ah yes! That's it. Thanks so much dude. It's a fantastic library (now that I can truly play with it! :P)
    1 point
  15. I've had to miss on the last couple albums but I really want to try to get something done for this! I look forward to this album every christmas! xD
    1 point
  16. hey, just got to now this amazing piece of software via this forum. been browsing the web for some advice what to do against a dying SID and then landed here. : ) i think this collection is kinda essential - why bothering with dying hardware (and full working hardware gets more and more hard to find) when you can have some perfect sounding and authentic versatile sample library?! i think it is really worth 150 bucks. oh, by the way? is the promo-code still working? guess i need to buy this.... NOW!
    1 point
  17. TBH I wasn't that interested when this first dropped. But now that I've watched the trailer and read up on the features, this looks pretty good. @zircon thanks a lot for the affordable-ish price tag and Player Compatibility. I am seriously considering buying this if my creativity ever gets out of the desert,
    1 point
  18. Yes sir, works in the free Kontakt Player. Just check that v5.5.2 (latest) works on your computer. I believe they dropped compatibility for XP and some old OSX versions.
    1 point
  19. Got like 15 of dem babies here on the shelf right here Instant nostalgia hit for me!
    1 point
  20. I'm also on the fence, but I'll probably bite the bullet as soon as I am in need of retro/chipsounds again. Oh, on vi-control I read somebody suggested recording MSX soundchips (in stead of Atari). If you guys are interested in that, hit me up. I've got 2 MSX computers (MSX2 and turbo R) and nearly all sound chips available for it. I think the Konami SCC chip would be an interesting and unique addition (and an insta-buy for me).
    1 point
  21. djpretzel

    Workshop Skills Listing

    Thanks to feedback from @Daniel Caton (thanks) & OCR staff, we've made some substantial improvements to the workshop skills pages, e.g.: http://ocremix.org/workshop/skill/studio-one http://ocremix.org/workshop/skill/vocals-female http://ocremix.org/workshop/skill/french-horn Changes are as follows: Switched to bootstrap tables Switched to font-awesome icons "join date" is now "joined" and is just the year "last visited" is now "visited" "real name" moved under user name user name larger "real name" column replaced with "skills / tools" column, including DAW & instrumental Secondary sort added on visited (sorts by collab status first, then visited date, DESC) Made additional instrument links clickable Made DAW links clickable icons The last four items are bold since I think they represent the biggest improvement - now, when looking at members who have specified one skill, you can see the other skills they have specified as well, and you can click on those skills to jump around a bit. Plus fancypants DAW icons. And the sorting based on last visited (most recent first) gives you a good idea of who's more likely to be around/available. Feedback appreciated, although this was kind of a "burst" of energy for these specific pages, knowing full well I might not get back to updating them for awhile given more pressing concerns GET COLLABORATIN' Y'ALL!!
    1 point
  22. The Recruit & Collaborate forum is a place where people can recruit artists of all types for various works for the purposes of collaboration. This includes (but is not limited to): a partner for a remix collaboration remixers for an album artists to draw album art live musicians to play in your remix composers for original music for a game you're making composers for original music for a video, podcast, etc. Specifically, the Recruit & Collaborate forum is for advertising what you need, not what you can offer. If you're a composer looking for some work, don't post a thread saying "Here I am! Give me work!" Poke around the forum and see what's available. If you want to market yourself, you can use your forum signature/biography for that. Threads advertising your own services will be deleted. When posting your recruitment thread, make sure to give as many details about what you're looking for and what you're working on as possible. When you're commissioning original music, you'll also want to be upfront about whether or not you're willing to pay for work and how much. When replying to recruitment threads, be courteous. Don't criticize the recruiter for starting an album project for a game that you don't like, or for a game that already had an album project previously, or for any other reason. If there's a fangame/remake project, don't be that guy that always starts talking about cease & desist letters. If someone is posting a job listing or interested in commissioning work, don't use their recruitment thread as your own personal soapbox to rant about the nature of for-hire work. Basically, if you don't have something nice or helpful (in the "I'd like to help you" sense) to say, don't post. By the same token, if you're recruiting, follow the same basic rule: be courteous. You won't get any help from anyone if you're a jerk, or if you place weird criteria on the kind of people you want to collaborate with (i.e. "no white rappers"). Also—and this really should go without saying, but I'm going to say it anyway—don't criticize OCR's staff, music, albums, judging process, etc. when posting your thread. We provide the Recruit & Collaborate forum to you so that you can connect with the people you need; don't bite the hand and all that. Anyway that's all I've got for now. I may edit this in the future. If you have questions, feel free to ask.
    1 point
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