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Showing content with the highest reputation on 06/15/2024 in all areas

  1. Nase

    taking a little dump :D

    hope it don't offend no one ;) sf1_122722_6trak.mp3 1130kopop1.1.mp3 protX.mp3 1128.mp3 sf2_mezzel_1228.mp3 brab1.mp3 epep1.mp3 sure!_2.mp3 yogo.mp3 fasuch.mp3 i picked 10 tunes from the trashpile that's accumulated over the last year. some are a year old, some a week. i find these fun or funny. couldn't finish shit but hey it's *something*. ohey track 6 is finished kinda. i did that one week ago as a daily challenge thing. my soundcloud is nearly full so ty djp for da bandwidth!
    1 point
  2. Nase

    taking a little dump :D

    Dude! Great Feedback! I'm Happy you Like #2 (NPI), because i think it's the strongest of the brunch. Very simple composition, but i Simply havent Heard It B4. #7 i started same day as #6, and wrote a bit Fürther next day. A sorta 3 synths + Drums challenge Thing. Never played cave Story For more than One hour, but your "outer Wall" comment Sounds so mysteriös, i feel Like there's some serious MV quality i missed. Eh, mby this year! I honestly think Out of These 10 Trax #4 belonx in EB! I think the beautiful Thing you say about #10, like the warm coat, that's partly this wonderful MKII EP that i can't play over Here becaus CPU will Just die. New plugin. But the rest Is a beatsliced drumloop and a sega Genesis emu. Hm, i could actually run this here. I could do One single instance of a CPU chewing plug and do the rest lofi. But i tend to not do that 'cause when i set up a system, i try to give It the Instruments It can run easily. It's a bit OCD... You see i'm kinda techy minded RN. FL setup on new PC Is Always techy work!
    1 point
  3. Nase

    some koji kondo!

    You got It! Exactly. There's such good Plugin stuff from 15 years back, Just gotta make them Shine. And Samples don't rly age...Just gotta use the good soundfonts and, again, Mix em Till they sparkl ;) The Brass Is WIVI and that's really cool Age old physical modelling actually. Runs fine on any netbook today. You gotta do lots of velocity and modwheel microsequencing, but then It Sounds good and different. Glad you Like!
    1 point
  4. 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
    1 point
  5. 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.
    1 point
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