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  1. There's not much that can be added on top of the stellar critiques you've received so far, and I won't bore you with technical FFT analysis and stats. Imma just tell ya how I feel about the arrange, and of course take it all with a bucket of salt cuz I'm nobody and this is just my unimportant opinion. It's refreshing to hear a take on 'Blizzard Buffy' that isn't the usual fast paced EDM or Metal. The 'meandering' nature of the piece is part of the charm, and I believe you've achieved a cohesive wintery aesthetic coherent with the theme of the album. The slow building intro and winding outro, on top of setting up the scene properly, also showcase an eye for worldbuilding and composition. As someone who both partake in and appreciate the work that goes into an audiodrama, I give ya props for going the extra mile and adding Buffy's stomps and groans to add context to the arrangement in a way that surely fits this 'filmscore' interpretation. Now let's talk address the elephant in the room, 3 times heavyweight champion: Mr Glockenspiel. While a fitting instrument choice to an Xmas theme, it has been processed in a way that boosts its natural resonance beyond what a human ear is designed to contain . It may or may not be due to the sample itself, but I suspect toning down the salad dressing on the ol' glock would remedy this small, if pivotal inconvenience. One thing that would greatly help this remix stand out, especially in regard to the genre you're going for, would be to work on strengthening bridges between parts of the track. The piece as a whole proves you've got the arrangement chops to make this a hit. But each transition feels like an afterthought, almost as if you were ice skating from one part of the source to the next. It's never jarring, but if you put the same care/thought into them as you did for the intro and outro, this could truly elevate the whole song. The bombastic middle section from 2:35 onwards sees the return of our favorite superhero, Captain Glockenspiel, which once again shatters my heart by dancing without a care on top of an entire orchestra that is trying its best to convey the source material. It's a bummer because you've clearly put all the stops for this part, and imho this is legitimately well done. But that repeating leitmotiv on glock should be a background dancer, not the vocaloid Diva it's trying to impersonate. I'd also push the thunderous percs back slightly, as they seem to impact overall dynamics, and to let the orchestra breathe so the source melody can properly dominate the soundscape during the fulcrum point, one of the only instance where the audience can hear your interpretation in an uninterrupted sequence. The last section before the outro features a kick that's (I'm guessing) intentionally simulating a heartbeat and its acceleration as the piece/fight reaches its conclusion. It feels estranged and anachronistic to the rest of the conventional orchestra instruments. Also its overpowering the lows, as any Trap kick should, except in this case the sample's character is clashing with an already busy composition while trying to compensate for the orch lows you didn't write. Otherwise, that section is a wonderful way to wind down before the outro. All in all, this is a captivating arrangement that confidently tells its story in a brave yet understated way. It only needs a little more love to reach its full potential, and I'm confident you'll get there in no time, with all the great feedback from remixers and staff alike. Gambare VQ!
    2 points
  2. Additional ears? You got it. I'm coming in cold on this one so you're going to get all of my impressions - not saying that all of this needs to be addressed to pass a resubmission, but hopefully you can make use of the brain dump. The intro brings some really cool flavor - the noisy distorted elements remind me of Porter Robinson's Fellow Feeling (see the 3:00 mark if you're short on time.) If you're going for random blasts of noise, I think this works - if you're trying to make it sound like footsteps stomping through, it's not giving that impression at all because every stomp is exactly the same. There's no variation in the sample and it reaches uncanny valley territory fast when you play the sample multiple times in a row. This all boils down to what you are going for here, but either way, I think some subtle variation with each repetition of the sample/layer of samples (without knowing how you actually did this) would build immersion. Some of your orchestral elements (flute, glock) are very resonant, oftentimes peaking at their fundamental frequency between 3-6db above everything else. The bells in the intro also feel comparably dry. This will probably get ironed out in your next pass, but I'm going to point it out anyway. The orchestral sequencing sounds workable for the most part, you're getting good mileage out of your samples. It's not the best but I do think you're using them effectively for the most part - the main areas that sound really noticeably fake are the half-step chromatic runs on the strings at times like 2:48. I just don't think the big ensemble patch moves fast enough to accommodate that writing, and would recommend adjusting the lead writing to fit better within the limitations of your samples. I also feel like the intro could use some deeper sub bass presence. It's not that the stomps aren't contributing any bass frequencies, but a big cinematic sub drop or sustained bass to accompany the stomps (see Fellow Feeling) would make this feel much more dynamic, or have some risers building up tension in the low end leading into :49. The decision to intersperse various melodic elements (glock, harmonic strings, cello) was a good one - otherwise, this intro would be way too long. It already feels a bit lengthy as-is, but those additions help pad it out quite a bit and justify the length. However, this gets to the problem of transitions and buildup, which I think is my biggest gripe currently. There is rarely much going on to signal that we're approaching a new musical idea, so even though you have some very dramatic changes throughout your arrangement (which are quite inspired and interesting, I must add!) they come on very suddenly. Cinematic risers, fills, sweeps, etc. are a part of this equation and could definitely be used to greater effect here to bridge your gaps, but there's another element I want to touch on: the idea of movement in your part writing. You do a great job building atmosphere and have all the makings of a very dramatic song, but there's a lack of movement on a compositional level. When cinematic music is clicking well, composition and sound design have a lot of synergy. Right now, you are doing a good job building an interesting sound palette for each individual section, but the underlying chord progression feels weak. It hovers around the tonic chord for most of the time, and even when you do have chord changes, they don't feel properly supported with anything strong in the lower frequencies. This is where a bit of music theory troubleshooting could go a long way - your melody has many opportunities for powerful chord movements that build drama and tension, especially as you lead into new sections, but you're not fully capitalizing on that potential. I don't think it would even require changing up much fundamental about the rest of the parts; just identify the chord progression you're playing and make sure that there's strong support in the bass for whatever chord/root note you're trying to play. I don't know how else to suggest addressing this without studying up on some fundamentals of music theory, but certain chords just move naturally into others and can help you allude to future changes and help transition between vastly different musical ideas in a way that feels rewarding. I think you're running up against some of the same problems I faced before I made the decision to finally start researching music theory. I had a conceptual idea in my brain for what each section of my song was supposed to do, and could support it in terms of selecting sounds and picking grooves/effects/etc., but it boiled down to luck whether or not it worked on a fundamental composition level, and I spun my wheels trying to fix that issue with every other production tool known to man. I think if you were to pick an area to focus on, the big orchestral section starting at 2:36 would be where I'd focus my energy most. Everything else before and after that can skate by a little easier, but when you're trying to make a big melodic orchestral statement, the fundamentals need to be strong first. Figure out what chord you're playing on each measure and map them out in sequence using just a basic patch. I find that it helps to actually just plot my chord progressions out on piano so there's no temptation to get distracted by sound design. See if the song sounds strong and compelling when it's just played on a single instrument, and go from there.
    2 points
  3. Thank you for feedback. I restarted the remix from scratch so it fits to the submission rules, I added an early version here. This time its a little more on the funky than the deep side esto gaza oc remix.mp3
    2 points
  4. Vylent

    Tomorrow and Tomorrow

    Hello, I'm sharing a wip for a remix of Tomorrow and Tomorrow after receiving live feedback on the OCremix discord. The goal was to mimic the style of Imagine Dragons (ie Warriors) Source from 0:00 - 1:05 of and below is a earlier wip to compare changes I've made (for better or worse)
    2 points
  5. pixelseph

    Tomorrow and Tomorrow

    Hey Vylent! As was mentioned in the live feedback, having space between vocal phrases is helpful for the listener to digest what the vocal passage is doing and saying. The guitar lead in the older version is a great example of creating that space between the vocal phrases! The intro in the older version has a stronger build than the current, though it goes without saying that your vocalist, Sirenstar, is absolutely wiping the floor with the AI vocal. Returning the levels to the drums on the out (as in the older mix) would better realize the vision of getting this mix close to Imagine Dragons. There’s some rough cutting on the vocals around 2:44, and the breath coming in around 2:48, 2:52 is a bit hot. I think that’s most of the feedback from last night! I am really looking forward to hearing this get polished and see it get submitted!!
    2 points
  6. gravitygauntlet

    Tools we use

    Hey Xaleph, I think you've pulled some of my VSTs from the Discord server anyway, but here's a list of some stuff I use commonly: VST Instruments u-he's Zebra2, Hive, Diva. All the u-he synths are notable for having free versions with very limited paywall restrictions; the free versions don't limit settings at all, they just play static or randomize notes intermittently after 20 minutes of rendering/use. This can be worked around by reloading the instance, and it's obviously an easy workaround for final mixdown. FM8 by Native Instruments - goes on sale a lot FMDrive - very cheap Genesis/Mega Drive synth that can read the original instrument files Roland Sound Canvas - not free but essential for a lot of GBA/SNES type sounds. A lot of them make up GBA soundfonts unaltered; Golden Sun, Pokemon, etc. Sforzando and Samplelord are both worth bringing up as soundfont interfaces; the former is free and the latter can notably read some proprietary instrument files used in E-mu kits like the Proteus. Performance Samples has paid VSTs but also a lot of freebies; I use the strings and percussion a lot. They just require a certain version of Kontakt. VST FX Guitar Rig - I use Guitar Rig 5 specifically. Its amps/cabinets are really diverse and convincing and I use the reverb effects on pretty much everything. Convology XT has a free version with a lot of convolution reverb presets. I use them in conjunction with these Impulse Responses a lot to emulate how reverb effects were achieved on the PS1. EliteReducer 2 and CMT Bitcrusher are both free bitcrushers. MeldaProduction has a lot of versatile free FX; I use MCompressor for sidechaining and MVibrato for gated/tremolo effects. ToneBoosters has a lot of free legacy FX i.e. Barricade. Tokyo Dawn Records has some good free/paid FX like Kotelnikov; I use the paid version on my master bus pretty much all the time.
    2 points
  7. 100_PERCENT ROEMER

    Tools we use

    Oh man, you gotta add Famisynth to the list! Not only is it 8-bit heaven, it's 100% free. http://mu-station.chillout.jp/plugins/FAMISYNTH-II/index.html
    2 points
  8. This reminds me of the Game of Thrones soundtrack, and that's a big compliment! This was delightfully intense in some areas, very good use of the tremolo strings. I loved the meanering strings that played with the chords and key starting around 1:34. Great job on this!
    1 point
  9. Take is eaaaaasy. The percussion is a stand-out to me, very light and airy with just the right amount of crisp. This was an absolute delight, and really revels in the element of chill. I certainly felt compelled to take it easy after listening to this.
    1 point
  10. This piece of music was super cool. I am not familiar with the source or the lore of the characters, but I enjoyed the snazzy style and the fun put into the voicework. The instrumental portions of this remix were standouts of funky coolness.
    1 point
  11. Xaleph

    Tools we use

    I was going to give this an official name (something better than "Tools we use"), but I wanted to start a post that lists some VSTs (free and paid) that I know a good number of us use for mixing. This is not intended to be a clone of a list of all possible VSTs, or like 2 people in our community use it so we put it here. It's intended to be a place to find out what others use in our space that we find particularly useful. Just replying with a simple name of a product isn't good enough for me to put it on the list (for the reason I stated above) - though you can always respond with plugins you personally found among the most useful (or just most used in each song). I want to avoid this being a junk drawer that has no real value. The value will come with a curated list of tools that we feel are worthy. For a list of DAWs we use and to find performers of specific instruments, please visit https://ocremix.org/workshop or ask in our discord. Sage Recommended 1. Instruments 1.1 Drums Addictive Drums by xln audio ($159 || complete: $869) [drums] ML Drums by ML Sound Lab (free) [drums] Steven Slate Drums by steven slate drums (free || $119) [drums] toontrack EZDrummer ($179) [drums] Superior Drummer ($399) [drums] 1.2 Samplers Native Instruments Kontakt (player: free || regular: $299) [sampler] [instrument building tool] Heritage Percussion by Impact Soundworks (free) [sampler] [tribal percussion] Super Audio Cart by Impact Soundworks (gameboy: free || complete: $149) [sampler] [chiptune] Shreddage 3 by Impact Soundworks [sampler] [guitar] Free -> Precision (free) [bass] & Stratus (free) [electric guitar] Hydra ($149) [electric guitar] - this one is my favorite of the Shreddage Line Impact Soundworks collection has a lot of instruments difficult to find, such as the Oud ($99) Spectrasonics: Keyscape ($399) [sampler] [piano] Trillian ($299) [sampler] [synth] [bass] Spitfire Audio Spitfire Labs - free [sampler] [textures] [orchestral] [live instruments] Notable Lab Instruments: Arctic Swells, Astral Forms, Frozen Strings, Strings, Strings 2, Amplified Cello Quartet BBC Symphony Orchestra (free) [sampler] [orchestral] 1.3 Synths Native Instruments FM8 ($149) [fm synth] Massive X ($199) [wavetable synth] Reaktor ($199) [modular synth] Odin (free and open source) [semi-modular synth] Phase Plant by Kilohearts ($199) [semi-modular synth] Pigment by Arturia ($199) [wavetable synth] Serum by Xfer ($189) [wavetable synth] Spectrasonics: Omnipshere ($499) [hybrid synth] [wavetable synth] Trillian ($299) [sampler] [synth] [bass] Spire by Reveal Sounds ($189) [synth] Surge XT (free and open source) [hybrid synth] VCV Rack (free || pro: $149) [modular synth] Vital (free || pro $80 || subscribe $5/month) [wavetable synth] Zebralette (free) [spectral synth] 2. Effects Deelay by sixthsample (free) Guitar Rig by Native Instruments (player: free || pro: $199) Helix Native by Line 6 ($399) [guitar amp] illformed Effects: dBlue Glitch (free but may require jbridge) [glitch] [stutter] Glitch 2 ($59.95) [glitch] [stutter] iZotope: Stutter Edit ($199) [glitch] [stutter] Vinyl (free) [vinyl record] Kilohearts Essentials by Kilohearts (free) Slate Digital Fresh Air (free) [vintage exciter circuits and advanced dynamics processing] TH-U by Overloud ($269) Valhalla Effects: Super Massive (free) [reverb] Vintage ($50) [reverb] Delay ($50) [delay] Xfer: OTT (free) 3. Utilities FabFilter (Pro Q 3: $169) iZotope Utilities: Ozone (elements: $49 || standard: $199 || advanced: $399) RX (elements: $49 || standard: $299 || advanced: $799) SPAN by Voxengo (free) [eq analysis] TBProAudio ISOL8 (free) [Mix monitoring tool] Tokyo Dawn TDR NOVA (free || ge: €60) [equalizer] Kotelnikov (free || ge: €50) [wideband dynamics processor] 4. Non-DAW Tools Brad the Mad's Tempo Calculator (free) [Chart, lists given bpm subdivisions as ms and Hz; chart goes from 60 bpm to 179 bpm] Tuneform's Tempo Calculator (free) [converts bpm to ms] MIDI CC List (free) [Chart, lists common CC uses] Virtual Instrument Delay Chart (free) [Google Sheet, lists delay offsets for most orchestral sample libraries] Tap Tempo (free) [Webapp, click or tap a key in time with a piece of music to get its tempo] Notes Native Instruments offers a starter pack with several of the recommended tools called Komplete Start (free) Free(ish) DAWs (https://bedroomproducersblog.com/2015/11/11/free-daw-software/ - he updates this regularly): Reaper Cakewalk Sibelius GarageBand Audacity (audio) Cheap Stuff / Sales Black Friday / Day after Christmas / Spring / Summer usually have sales Humble Bundle often has VSTs, sfx, and samples. Heavyvocity has some good textural tools (instruments & effects) Sample Packs: 99 Sounds’ (free) 99 Sounds’ two 99 Drum sample packs (free) To Add To Review SINE Player, Soundpaint, Musio Orchestral Tools, 8Dio NES VST
    1 point
  12. This was super snazzy! Killer beat. I was definitely bopping my head along throughout.
    1 point
  13. paradiddlesjosh

    Tools we use

    These resources aren't plug-ins: they're great reference tools! Brad the Mad's Tempo Calculator (Chart, lists given bpm subdivisions as ms and Hz; chart goes from 60 bpm to 179 bpm) Tuneform's Tempo Calculator (converts bpm to ms) MIDI CC List (Chart, lists common CC uses) Virtual Instrument Delay Chart (Google Sheet, lists delay offsets for most orchestral VST instruments; organized by instrument section, brand, library, and articulations). Use these as a starting point and adjust to your project as needed Tap Tempo (Webapp, click or tap a key in time with a piece of music to get its tempo) I was chatting in the Lounge on Discord with folks last night discussing the importance of tools like the tempo calculators: some time-based effects plug-ins (reverb and delay, but also the attack and release controls on compressors, limiters, gates, expanders, etc) have no tempo sync function. If you can convert the subdivision into ms or Hz, you can manually sync your plug-ins to your project tempo/tempi (plural of tempo). You can also use this chart to maintain a relative pulse while changing meters: in the example I gave from a project Seph and I are working on, there's an intro segment at 90 bpm, 4/4 time that evolves into a verse in 12/8 using the same structure as the intro. 12/8 is functionally equivalent to 4/4 with a triplet subdivision, but most DAWs only give tempo expressed in a quarter note bpm, so maintaining 90 bpm gives an incorrect pulse from the click. But if you check the chart, you can see that a quarter note at 90bpm equals 0.667 seconds (666.6 repeating ms, or 667 for simplicity's sake) and a quarter-note triplet equals 0.444 seconds (444.4 repeating ms). Scroll down the chart and you'll find 135 bpm has a quarter note value of 0.444 seconds and a dotted quarter note value of 0.667 seconds: for all intents and purposes, the quarter note value of 90 bpm equals the dotted quarter note value of 135 bpm!
    1 point
  14. What a cool remix! I was really drawn to the bass in this remix for some reason, it's just really punchy and vibrant. The varied mix of instruments kept this remix nice and interesting. The production on this remix was top notch as well, excellent job!
    1 point
  15. Was not expecting the operatic symphonic metal vocals, but I am here for it. This whole production was very powerful and clearly had a lot of fun and passion thrown into it. Excellent job on this!
    1 point
  16. Starting today, the sharing of music generated by feeding a prompt into AI-software is prohibited on OC ReMix, both here on the forums and on our Discord. LLMs, AI, and other machine-learning technologies are both interesting and impressive, but the implementation of these technologies in popular usage rely largely on unethical training practices. Copyrighted works are used without artist consent to train commercial AI-models. Moreover, OverClocked ReMix has, over the course of over 20 years, established itself as a place for artists to learn about the composition and production of music and hone their craft. We ask artists to pay tribute to VGM through the art of interpretation; we're looking for the personal spin, the human touch. I, personally, don't believe audio generated by a machine-learning algorithm is doing that. There are ethical implementations of AI-technology in the music sphere, such as sample libraries, physical modeling software, and audio production suites that use machine-learning to perform complicated tasks that an artist can use in the production process. Sharing music that uses this kind of tech is absolutely fine. But tracks generated wholly or in-part by services like Suno and Udio (among others) do not belong here. And just to clarify, the discussion of machine-learning, LLMs, and AI here at OC ReMix is not prohibited, but should be tempered by an understanding of the goals of our community, which include artistic development and education and the appreciation of VGM through thoughtful exploration and interpretation. Thanks. -- DarkeSword
    1 point
  17. This is an interesting topic I've been thinking a lot of lately because the recent hype with AI generated music got me in a time when I just released my first original music album. Since I'm still learning and lacking of experience the results aren't that great so some people might prejudge that and assume it's AI, even though actually I manually wrote every single note in the pianoroll. But it was a pleasant surprise to see you all pointed at exactly the points I'm concerned of. It's not about results but more about the process. Nowadays AI generated music might be still mediocre, to say the least, but even if it eventually got real good... there's something special about the satisfaction of simply having your work done after all the time and work spent. You kinda grew with your works in a way that it makes them more like friends you build memories and stories with, and when you finally see them ready to be published you feel like you accomplished something you can be proud of. It don't matters if the compositions or arrangements are bland, if the mix sounds horrible or the genres/styles are not everyone's cup of tea. It's your work and you love it and want others to enjoy it just as you enjoyed the process, with all its moments of both tediousness and happiness. And then you keep learning and being able to do more and better stuff as you keep trying and doing more and more of that. If all you did to get it done is just writing some text line in a web/app form, however... where's the story? Where's that special feel that may connect both artists and listeners? That work ends being nothing but some randomly generated product, very much like any of these old Flash avatar generators. Music making can be often too hard and frustrating, especially if you are under disfavorable conditions of some kind (like lacking proper tools, dealing with ancient hardware, being in some kind of depression or any mental craps that makes everything even harder, etc), so I can totally understand people loving the idea of having access to such a task with just asking some cold and emotionless AI. I'm all into making things as easy as possible for anyone to show their creativity to the world, actually. But making things easier is one thing; and I can see how practical AI tools can be to just ease some parts of the process; but for the end-product? That's a totally different thing that does nothing good for creativity but rather the opposite.
    1 point
  18. what are you using? i wanna do Blackened now :) i have GennyFL, still pretty lazy with it. eventually i would like to learn how to do a solid hard rock sound like Comix Zone, but automate the parameters in a way that makes it sound like real guitar intonation. that would be like holy grail. you know, like wails, feedback, string muting, pinch harmonics etcetc....i reckon really advanced stuff is possible with loads of effort.
    1 point
  19. very good. i haven't kept track with how advanced the publically available music a.i. stuff is compared to the text and visual stuff...and i really don't wanna. getting back into music making is freaking hard enough as it is :D i wanna take my stand against a.i. in my own little way...i have to believe that the value of making music lies in the process, not the results. the personal relationship you form with the notes and sounds while making music. got a lot to learn until i can completely embody that stance; honestly a large part of me has always been very results oriented, kinda greedy that way. we artists have to prepare for 'spiritual war' in that sense; like, fuck it, we're doing it live. but nothing against folks who wanna use a.i. in a creative fashion. not for me. idk, i might cave in for deep fake vocals at some point...as long as i write the notes and lyrics myself. basically, as long as i feel like i am doing the damn thing, more than the machine. like, give me a vocal model of freddy mercury or rob halford or celine dion, and give me all the fine grained controls to make em totally glitch out when i want to.
    1 point
  20. I have similar feeling towards this post. I really looked up'd to SIr's tracks along with a lot posters, OneUp especially (whenever you guys posted, we had a real compo on our hands.) I was really encouraged by everyone's remix and especially their crisp production. Doing these competitions was never about winning The ultimate reward for entering the compo was just the feedback from everyone. You could be the last loser, and your feedback to me was just as important, that's how we grew. I miss that. I hold a little pride knowing that I was the only guitarist to hold his weight with some of the giants from the compo forum; back then recording guitars we're sooo difficult to. Production and creativity were so hand-in-hand. I'm from America, but I actually moved to Beijing, China 10 years ago for work. I still live here. That's ultimately why I dropped off making music. The thought lingers heavily. But due to this forum, someone from this forum bought some nice recording gear to help me make some music for a game--the game never succeeded (he is somewhere on the OCR--thank you). I would ultimately like to see a revival. I'm somewhat active on Instagram under the same username. Bundeslang: Biggest thanks you. You helped everyone. You kept this thing going. May I ask, Who was your favorite artist?? Spicy question
    1 point
  21. Thank you! I made these on a whim at first but it turned out to be a really fun 6 month project.
    1 point
  22. Hi VQ! I’ll be giving this one a listen in full a few times, along with re-reading the judges’ feedback, before giving you some recommendations. It may take a bit, but don’t fret! - the goal is to improve and that’s what we’re gonna do! Will likely need to edit this space several times, so I’ll make another comment once all the thoughts are put together! - Opening SFX set the scene. Bar 9 (around :15) is when the mallet percussion and cello enter. The cello seems to be giving a low pad/bed for the percs to lay on; the reverb here is good, though the stomp sfx bury the instruments by about 1-2dB when they occur. I would recommend dropping the volume on the stomps at this point by about 3dB and see if that doesn't open the space up more for the melodic content to come. - Around Bar 21 (:40), we've reached the transition to the A section of Blizzard Buffalo. The cello swells up to a peak around :44, and the sustain on the peak here softens the impact of Bar 25 (:48) where the A section kicks into gear. The sustain seems to be a combination of the reverb tail and compression on the low-end; automation on the reverb (decay first, and then the reverb bus as a whole) would be my first area to tackle. - Bar 25 (:48) has harp (or pizz strings) running an arpeggio against the chords created by the perc, cello, and added violin(s), as well as the thunder sfx in the back. The reverb here is really strong, making the articulations on the strings harder to distinguish. The instruments feel stacked on the center channel as well; I would consider spreading the percs suuuuper wide to free up some space for the arpeggio. The cello will maintain its center channel position throughout to give a solid foundation, and a slight widening of the violins will also help give some room for the arpeggio. - Bar 41 (1:21) has a wonderful solo violin swell! This is good dynamics here! The reverb level is appropriate given the space it's filling out, however, it's worth automating the level of it down for the next section at Bar 45 (1:28) since the soundscape is about to be more dense with instruments. I would also keep the violin center here, even if you panned the violins earlier. - Bar 45 (1:28) trades the mallet percussion for a piccolo and adds a muted piano(?), with bells at Bar 59 (1:56). The first bell strike comes in late (about 50-60ms after the rest of the orchestra) and makes its addition feel awkward until the tempo change around Bar 60 (1:58). This combined with the reverb still being too high in this section makes distinguishing the individual parts harder, just as before. Before we look at addressing the EQ of the reverb, let's see if we can't fix it by adjusting (and automating) the verb's output volume first.
    1 point
  23. Sengin

    Tools we use

    Gonna have to mention FabFilter for their top notch effects (their UI has basically become the de facto UI for digital effects), but especially Pro-Q, Pro-C, and Saturn. As a bonus, they have many fantastic tutorials on how to use their tools, which are basically tutorials on how to use EQ, how to use compressors, etc in general. Sonible I have less experience with, but their smart:limit is a fantastic limiter.
    1 point
  24. Thank you to everyone for the thorough criticism. I will definitely keep these things in mind when I have time to give this project another go.
    1 point
  25. I think the change in genres could work - but you'd need to add space for the transition. I have to agree with the other comments here though - would love to see more work from you, especially in that first genre (but I'm biased towards EDM haa haa).
    1 point
  26. I really like the song and the mix. The only critique I'd have (which isn't much) is that there is a midrange where the frequencies are just a little low or there isn't a lot of instrumentation (maybe over-filtered bass and percussion to give room for synths?) It's just slightly noticeable but not huge. I think overall your dnb music is fabulous and I really hope you do more vgm remixes. We need more dnb imo and you have a really good knack for it.
    1 point
  27. This mix is such a jam. Production-wise, I want some more low-mids in the bass, but I don't think it's a dealbreaker. I'll join the chorus of folks hoping this is OCR-worthy; that said, I think the source is a licensed track from outside the game.
    1 point
  28. Really hoping this one is eligible for OCR. Loving the Jungle/Breakbeat vibes, and it worked so well with the source material. ♥ Keep up the good work, and good luck on it getting through if you decide to submit it. :D
    1 point
  29. Not sure if the source tune is ineligible for OC ReMix due to being a licensed track not written for the game; would be a shame if so. Super classy source tune, so let's see what's up with this treatment. Breakbeats! Interesting giving the brass a more muted sound and leaning more on the breakbeats and piano, but everything's balanced well, IMO, so none of that observation's a complaint. Interesting to build around just one or two melodic segments, but there's enough textural dynamics to retain my interest. I can see some saying 5 minutes is too long and that it should change up more or explore other areas of the theme. To me, this could use some further variations, however, the interpretation of the theme's already substantive enough. Cool approach, and always love to hear the Rukunetsu spices in play!
    1 point
  30. I like this one a lot! It reminds me of the classic jungle d&b tracks that you don't hear too much in videogame OSTs anymore. I've really no critiques, it's a good jam!
    1 point
  31. Hi Rukunetsu! Gonna drop the source of the track here for reference later. This is some slick D&B on this track! The vibe is on lock right from the get-go and every shift just maintains it. The pitch bends on the source melody are a great touch.
    1 point
  32. The opening doesn't stand apart from the original much, so I'm interested to hear how it branches out; this is just viewing it from the lens of OC ReMix's arrangement standards. The female vocals have more outward power & strength compared to the original song (not better or worse, just a slightly different tone). Loved the lead strings up until 2:00; nice richness to it. Acoustic strings at 2:13 also sounded nice. Piano at 2:27 was obviously sampled, but had reasonable body to it, even if it was too obvious it wasn't real; same critique for the strings at 2:42. The dynamics are there; you could argue this should be even more dynamic, but within a relatively narrower range of contrast, it definitely does its thing, especially with the beats arriving at 3:26 for the big finish. This have a nice added level of intensity & density to distinguish it from the original. Cool stuff! IMO, go ahead and submit this, Mellow Sonic! :-) https://ocremix.org/community/submissions/
    1 point
  33. Arrangement: I second Liontamer's suggestion about expanding the instrumentation. The sparseness isn't selling the concept. Additionally, the drop at 0:46 seems like it was intended to change up the soundscape, but in execution, it's a big letdown because it throws all the energy you just spent the first 45 seconds or so building. It would be more effective to start with that more sparse, chordal bit and build the energy into what you've done with the intro. The false fade-out ending allows the interest curve to drop off too soon as well. Production: The lead synth at 0:16 could use a boost of about 1-2dB. Otherwise, the volume balance of your elements is well executed, at least to my ears. The solo violin at 1:45 is overexposed; if you have a higher-quality sample library you could replace it with or another texture for the lead overall, that would improve the sound greatly. It's a great relief to be able to recover some work after a crash. Keep pushing on this one, and you'll have something awesome.
    1 point
  34. Heya Seth, here's my thoughts on it so far: Arrangement-wise -- right off the bat, @ ~ 00:48, the two distinct genres between your EDM and Industrial / change-up jarred me. IMO, they both work separately but not together. I think if you were to introduce your remix with the slow dance-like beat, and then rise it up to the hype / fast-paced beat, it would work better. Perhaps start with the violin, drop it for the plucky synths, and then re-introduce it later on in a sort of interlude / mixing the two genres, before the end? That might make your groove feel more fluid and coherent between the two styles employed here. Instrument/Mixing-wise -- I had no issues with your synths, really. I found them all to be nice-sounding in timbre and appropriate, even though they might be a little basic, but I am unsure if that is because these are still your stems from your original work from 2016 project, or because you had to rework/rebuild this from scratch and some of the sounds are currently placeholder. The plucky synth around 00:15 is a bit soft as well, but unsure how mixed this remix is currently...or how far in production. However, everything sounds clear, I love the vol raise and contrast you have with the additional synth playing the same melody with the plucky synth, and your bass and kick/drums are hella groovy. :) Hope this all helps. :D I look forward to hearing more work on this. :3 Good luck with it! o/
    1 point
  35. Hi Seth! The 12/8 vibe for the opener is killer, though the energy drop at :48 was rough. The writing during that phase has a lot of promise by itself, it just feels disconnected from the intro and outro - is there a way to weave the melodic content from that section into the others? Or place the slower waltz bit ahead so that the change to the industrial bop feels like an upswing? Down to hear more of this!
    1 point
  36. I listened to this remix as part of a workshop event and I kinda like it. It's got a great groove to it and is pretty creative. However I feel the violin section is both thin and misplaced (it'd work better as an intro than in it's current placement). Also agree with Liontamer/Larry on not having enough of the melody of "Hidden Palace Zone". Still it's a good start and I'd love to hear a completed version of this on the site some day.
    1 point
  37. I like that the beats have a kind of swung rhythm, but they do plod after a while. New section at 1:04 dragged a lot and the texture felt too empty; the overly fake-sounding string sustains, piano, and kicks all hurt this on a sound quality level. I like the string writing at 1:42 in principle, it's just an ultra fakey sound, and the placement is so loud compared to everything else. Cool rhythmic change at 2:01. I wish the textures were more sophisticated or better padded, because there's so much empty space due to how thin the instrumentation is. Could use more melodic usage of "Hidden Palace" as well. It's a start!
    1 point
  38. A lonely lover has journeyed far indeed from a distant mountain of dreams: WillRock still brings the jams
    1 point
  39. Xaleph

    Tools we use

    https://equipboard.com/xaleph if you want to know my gear DAWs Reason Studio Ableton Live Audacity Garage Band Notable VST/REs Objekt (Reason RE - paid) Serum Vital Kontakt (SAC, and others) Spitfire Labs Spitfire BBC Ugritone (Doom & something else?) Reason ( Kong / Radical Piano / Pangea / Klang / Mimic / Thor / Europa) Notable Effects Guitar Rig Pro Kilohearts Reason (Audiomatic / Scream / RV7000 Mk II / Echo / Pulveriser / Sweeper / Synch EM / Alligator) Notable Utilities Psyscope iZotope Ozone Advance / RX Musescore
    1 point
  40. “Once men turned their thinking over to machines in the hope that this would set them free. But that only permitted other men with machines to enslave them.” Frank Herbert, Dune 1965.
    1 point
  41. Just from the point of the artistic level and the joy and intensity of a creative journey, AI is even worse than using premade loops. You might be able to get something that sounds good 'n' ready for the masses of listeners - but you'll never be able to put all the compositional details, thoughts and feelings from inside your imagination into the realization of the soundtrack. And if you don't have the knowledge and experience in music theory, composition, mixing and sound design, you won't even have an idea about what's even possible in the soundtrack you create. For the most part, AI draws on things that already exist, on things that are known or have been grasped by the human mind. A fine consciousness of a vital life form in combination with a high level of creativity, on the other hand, might be able to recognize things, energies and phenomenons that are still unknown in this world, and to create some really new 'n' unique stuff. ... Or to put it in some more romantic words of video game poetry: Creating video game music or remixes with AI technology is like feeding the plastic/wax fruit to the hungry, music-loving Green Tentacle in Maniac Mansion. Even if the Green Tentacle likes the artificial stuff and already feels stuffed after eating it, as a hungry composer fueled and inspired by true life force within and around you, you wouldn't feel vital, nourished and satisfied if you ate the stuff yourself. ))
    1 point
  42. Good stuff! I'm a sucker for hymnals. Nice work.
    1 point
  43. I have a WIP that is finished as far as arrangement goes (happy to play with the mixing/mastering if necessary, it's somewhat loud at -9.08 average LUFS). My remix goes a little further than originally intended and includes source material from three tracks of the LISA game (Forever Turbo Heat Dance, Pebble Man, and Men's Hair Club). I will not be pursing a Knytt Underground remix at this point. Here's a terrible music video of my LISA WIP for your en"joy"ment! For those of you who haven't heard the LISA soundtrack before, it's.... different to say the least.
    1 point
  44. Hemophiliac

    Touhou medely

    First off, thank you for formatting your post in the way that you did, it's very helpful to include the sources and timestamps like that. On to your bullet points, I'd like to talk about those. You're asking yourself the right questions, in the way to help be self-critical. Being self-critical is a very difficult skill to develop. So, asking these questions and thinking in this manner is a good place to start. On the first point, low quality instruments. You are correct, they are very low quality and sound very much like basic MIDI. This is most apparent in the guitars. Guitars are among the most difficult instrument to make sound realistic, especially when starting with basic sounds. The only things I could recommend would be to invest in some quality guitar samples (Impact Soundworks comes to mind on that, IE Shreddage), or search for a guitar player willing to work with you and record the parts. "Too much to my individual tastes". I'm not sure what you mean by this. Do you mean that your arrangement won't be liked by others because it's in your own style? Nonsense! Besides, you should be writing for yourself, and not for others (Unless you're getting paid to do it! :P) Don't worry about what others think, do it because it is fun to you or brings you joy. As far as the percussion, I can barely make it out because it's much quieter then everything else in the mix. If you think that it's repetitive, it likely is. Trust your instincts. Koi-iro Master Spark is only used for 24 of 162 seconds. I don't know how to call that too long, you really bounce from source to source so quickly that the listener is barely orienting themselves to a new section before it changes again. Look for other tracks/remixes/songs that you want your work to sound like, and try to emulate that. Listen to them side-by-side and note the differences, see what you can change to make your work sound more like the other ones. Experiment, and try new things. It is possible to learn and improve, it does take time and practice though. General thoughts on the track itself: 0:36 sounds like it may be a key change, and that change itself is not prepared so it feels sudden when it happens. This is in the source for Koi-iro Master Spark, maybe best not to use that part of the track due to the direct and sudden key change? Throughout the track there's a lot of muddiness and general imbalance of levels between the parts. I can't really make out what the bass is doing, and the drums are buried most of the time. The guitar parts and organ-like sound dominate most of the track. Let them work together to create cohesion and support between all parts. Generally in medleys the represented ideas usually are developed and not just hopped on for brief moments. With how quickly each source is visited in this, I get the impression of disjointedness rather then cohesion. I'd really suggest taking a step back and evaluating what you're going for and do that comparison to other tracks to get the production to a place where it needs to be, then go wild with the arrangement and making medleys.
    1 point
  45. I like the way you think. And it looks like R5 has got audio in with a nifty autotune type thing. It's called Neptune...I'm sort of disappointed that it's not called ReTune xD I think most people probably hated R4 at first. I basically went from Garage Band and Orion Platinum to R4 and I thought it was the biggest piece of bullshit I ever saw. But after crunching some deadlines for some projects in my Music Tech class, I realized, "Wow...Reason is fucking awesome!" And now I can sketch songs out everyday, quickly AND easily. It just takes some time. And Reason+Live=God.
    1 point
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