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MaliceX

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Everything posted by MaliceX

  1. Good luck finding an alternative as feature-ridden as shortcircuit. Well, yeah the interface may be counter-intuitive, however I actually work in environments that look like mush anyway. (ACID or energyXT2 demo for example) Of course it may not be for everyone, I can guarantee it'll be handy to some people out there that need a fully-featured sampler/sample player with an arsenal under the hood. (Of course zircon, I know you're an FL user, one could say how counter-intuitive that is in terms of notation flexibility and the many seperate windows for automation, but let's not go there. ) Of course, once one understands how it works, it's a really great instrument/sample mangler. (For me, it's easier to use than using what I already have! Just remember, z, not everything is for everyone, much to say that Nexus is kept simple on purpose as stated before, despite the hidden parameters hard-wired on its presets.) Anyway, the only other GOOD sampler that's free is discoDSP Highlife, and you need a text editor to make the most out of how it handles sfz format! DirectWave (tried the demo) looks to be an alternative, but it's not free. Anyway, the idea of having that much control under one program is great! (I've only tried version 1!!! I'm having trouble with version 2 to NOT crash.. It's now my primary drum sampler, soundfont player, and beatslicer.)
  2. http://vemberaudio.se/ This is like a dream come true. The best sample mangler VSTi has finally been released free of charge by Swedish dev, claes, himself! Originally for about $249 IIRC. The official 'words' can be seen here: http://forum.vemberaudio.se/index.php/topic,824.0.html (before the decision) http://forum.vemberaudio.se/index.php/topic,826.msg5572.html#msg5572 (the decision) It's kinda sad he's gonna let version 2 off like that (v0.5.0 or alpha 9) but at the same it's a tremendously generous gift. There's a thread on KVR about it here: http://www.kvraudio.com/forum/viewtopic.php?t=196784
  3. Get rid of my thing and remove my name. It doesn't exist.
  4. Although it is true this site's been around for quite a while and didn't have huge issues with the legalities of such, I think it's about time something like this was even posted. A lot of content-holding sites on the internet these days have such policy that often people don't bother to read, only to find that they've practically "handed over" ownership of their creation to them. So yeah, the policy gets a nod from me.
  5. Half-finished with my song. I'll post the finaldraft version by the first week next month.
  6. I'm actually one person man.. O_o (MaliceX, cause it's my old forumname. dj.tuBIG cause it's my music persona.)
  7. Sorry, I don't quite understand what you are trying to imply. Could you reiterate?
  8. I posted a new WIP, although behind and overdue. I intend to force myself to complete this by the end of the week.
  9. I'm not dead yet guys. Just a quick question, what is the song range limit you want the remixes to be? (ie: minimum length - maximum length) And submission process. What are the regulations and how to submit?
  10. http://www.kara-moon.com/forum/index.php?action=dlattach;topic=481.0;attach=106 (direct download link) Timesig: 5/8 90BPM This song is a remix of a song I composed last year for a MIDI contest at VGMusic. (Contest de la Rocco 6 CROSS SECTION) This remix is made for the KVR April Music Contest 2007, where I actually managed to get my composition to be one of the candidates for picking to 'dissect' for submission. It is a battle theme of sorts, an 'alternate' one may say... Theme was "Heartache of Battle". I think this should be enough description. Genre is hard to depict.... (IDM/Breakbeat/Gabber) This song was created in ACID Pro 6.0b though only one LOOP (cut up of course)was used (the drum section in the middle where it's not crazy lol) Used: Hypersonic 2, Battery 2 (custom constructed kit exclusive for this song), ProtoPSG, Reverb, BuzzRizer Light, Ultrafunk Compressor, Albino, z3ta+, some drumsounds from sample CD's....
  11. Warranty. Get it replaced. Otherwise, you're pretty much screwed unlessyou know a keyboard repair shop that knows how to handle these type of things, though that'll most likely cost more....
  12. http://www.xlnaudio.com/ XLN Addictive Drums. VERY good. (there's a demo there)
  13. ZebraCM looks more like Zebralette but with different functions (Zebra 1?). Presumably they wouldn't work because of the different number of functions available compared to the big momma.
  14. Not really too much of a variated remix, but it does sound much more upbeat. OF course this is a WIP so... I like the idea of how you intend to have the piece to be more moving than the original (Dash, you say?). You should try planning out the arrangement, like how many times you want the melody to play, what instruments come in, any improv solos or break sections (ie: a different movement but still cohesive to the song in general) Y'know, this was actually one of my first favourite songs from this game. It was also the first song (that's not from Sonic) I transcribed to MIDI back in late 2002. If anything, I will be watching out for this. I have faith you'll make this song sound much better than ever.
  15. Well, the main reason this exists is, in my opinion, to cater for those that cannot use vocoder VSTs and be able to modify the notation of it. (VST-effects can't handle MIDI notation in many audio hosts) Anyway, how it works... The modulator works just as well as your source input material (ie: VOICE). You can either use an existing wav file, or use the 'from carrier' method, from which you will have to add 'vOcOvcapture.dll' to an audio or mixer track where you can insert vocal or other material to modulate the carrier. The carrier can be used the same way. apply 'vocovcapture.dll' but set this at (let's say) channel 2. Do the same on the vOcOv instrument GUI. Otherwise you can stick with using its inbuilt OSC to handle notation as the modulator processes the 'dry sound' with the carrier. If you do indeed use capture for carrying audio signals as well, (ie: You don't like the inbuilt OSC so you have something else in mind) please pass MIDI notation to the VSTi or whatever you're using to carry 'notation' in audio. Note, if you are using wav files as modulator while using a capture signal as carrier via vocovcapture.dll, you must send MIDI notation to BOTH vOcOv and the VSTi/whatever used in question. I've found this to work using Hermann-seib's VSTHost here: http://www.hermannseib.com/english/vsthost.htm (free vst/vsti host, modular environment used for insta-performances or simply testing a plugin) Using this, I had my audio signal picked up via my recording device to one capture instance, while external carrier (Albino3 or anything) using another capture instance linked, and vOcOv's capture channels set accordingly. In my usual DAW, (Sony ACID Pro 6.0d) it works, however nothing gets passed through unless something is playing. (AUDIO THRU not enabled, I don't know how to turn it on) but otherwise it does work. I had two buses both containing vOcOvcapture.dll (one channel 1, the other channel 2) and vOcOv running. I had Albino 3 linked to Bus A (carrier) while my audio track on the project timeline was linked to Bus B (modulator). Don't forget to switch on Stereo Carrier if you do use external carrier sound!
  16. http://www.g200kg.com/archives/software_vocov_e.html http://www.g200kg.com/music/vocovdemo6.mp3 (MP3 deni) New Features: I must say it is quite something being free of charge. It may not look much, but it definetly has extreme capabilities. Also, other than Vokator, this works as a VST instrument and integrates the capture effect plugin very well. Seriously, take a look. A lot of possible uses!
  17. This sounds to me the response time of output of sound playback triggered from your MIDI controller. This is not your fault as most likely you are using a MIDI playback device such as the MSGS (crap). That thing has a delay between sending of notes and output, and that's actually normal for that. With a DAW program however, you can usually adjust the buffer size or latency times, and whatever you output you will have that set. Of course, in DAW's, latency usually matters between processing of sound output, compared to MIDI Playback Devices where they run directly from a Windows Driver Model thing. (Their latency is deliberately programmed and set to cater for certain computers which are not fantastic)
  18. In Sound Forge, stereo expansion works by adjusting how much of the overall signal is going from original to total inversion (ie: both channels mixed but inverse to each other) The definition about miniscule delay zircon mentioned has a preset in Sound Forge called (Pseudo-Stereo).
  19. Fair enough. Just so you know, I've actually already sequenced 8 other songs from Gunstar Heroes for referencing purposes if needed. I may as well get on it. WIP'll be ready soon guys.
  20. So Dash Myoku, you want a collab or you want to go solo and see if a double-submission-for-one-space is going to be accepted?
  21. http://rapidshare.com/files/19157610/djtBMX_-_Eagle_Call__DASHA_The_Eagle_Theme_.mp3.html This tune is meant to be played along a video I have to also construct together for a school team competing on an F1forSchools Engineering competition. Genre: Electronica/Techno Used: ---Hypersonic 2 VSTi (Instruments) ---Sylenth1 - Lead and Bass ---ModernBeats.com Club Percussion ---VIPZone FX Collection vol.1 CD (used 2 sounds) ---Two Loops from Sony/ACIDPlanet.com ---rgc:audio z3ta+ (created the rising engine sound from scratch) ---11kHz eagle sound ---Sony ACID Pro 6
  22. http://stealth.emulationzone.org/Junk/index.html I ripped the FM set 6 years ago now... The GM set was ripped by some random.
  23. It's generally easier to create music slicing like mad with samples of all kinds, simply because slicing presequenced audio material means faster arrangement of notation. (more than one note at a time! ) Uematsu's music is sampled using a set of sounds that make up an orchestral ensemble, or all else. (ie: Synthesizers, sound effects) though generally all round, most composers use a combination of sampling and sequencing all the same. Tekken 5's music is HIGHLY sampled, yet most of it is bent around like WTF. Anime music is pretty much just as broad as video game music is, other than the fact it's mostly jap-made. Aside obvious occurances of sampling material that's heard before elsewhere, they (license holders in the studio) most likely have the rights to it anyway because of the purchase of "royalty-free" sounds/content. Also, it is common for those to pre-record phrases themselves and sample from that rather than take an existing thing. What I do find annoying though is the sampling of entire/significant parts of a well known song, and putting it together, looping more like, with some kind of bullshit added on top. (eg: Nelly - N DEY SAY ~DURR~) soc: noob umetsu + sc88 = Final Fantasy X battol theem is evidence to that. lol.
  24. Video games are harder to distribute than movies. It also depends on the type of contract that was agreed upon to, in terms of the songs being made, licensing rights and such. Movies have more distributors than video games involved, meaning more money is passed around. Of course this doesn't apply to THQ/ACTIVISION/EA movie-to-game adaptions
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