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SonicTweaker

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Posts posted by SonicTweaker

  1. Haha, it was just a few weeks ago, during magfest, Cyril was telling me about how he had a remix of Dreams of an Absolution that wasn't posted yet, and I was asking him if he knew whether LeeBro from OCR was the same Lee Brotherton. Nice to see it confirmed.

    Incidentally, I'm noticing that Lee Brotherton is missing from this remix's "original composer" field, and his artist profile only lists the Remixer role.

    That would be because Tomoya Ohtani is the actual composer of the song; Lee simply did the vocals, and perhaps an unconfirmed amount of actual music production. A quick look at the credits of the song and a few associated interviews will confirm this.

    As for the mix itself, I'm very pleased with how it turned out! I love the more subdued acoustic vibe; it contrasts pretty heavily with the strong electronica that was the original song, but not in a bad way. In fact, I'd say the acoustics are more appropriate given the lyrics of the song! Very solid interpretation. Enjoying it loads. :)

  2. You mean this page, right? http://blazemp3.sepwich.com/sonic2remastered/

    I have only listened to Oil Ocean on that page as I type this, and I honestly think it would go very well with an HD remake. The levels are enhanced, the music gets enhanced.

    I hear a lot of people say things like "oh man this ReMix should go in the next ____ game", but they're talking about a totally epic, scored piece that is nice to listen to, but does not go well with a game. I'll use Live at the Sandopolis as an example.. I love that track and it is extremely well done, and it is great to listen to. But it just would not fit with a game.

    Maybe I'm misunderstanding what's going on as I have not read through this whole thread, in which case, there's my two bits.

    edit: Now I've read the whole thread. But I still think midi-rips, or a track made from scratch that still emulates the original, is the right direction for the music. With good samples, of course.

    We're redoing the tracks exactly like that, but in a higher quality that doesn't completely blow. I agree--the concept is appropriate, but the execution of that specific page is not. :P

    Also, glad to see you're taking an interest, José! :)

  3. The FMV has been brought up numerous times. Ultimately, it's not really fitting in with the project's focus; however, we are working on a hand-drawn, animated version of the ending which may turn out much better. It's just an idea at the moment, but it's certainly a possibility.

  4. I always thought it was sillier to have a level song without a level to play it in.

    Don't suppose you'll be emulating the dying bugs too, will you?

    If the engine is a direct port like we're planning, then yes, any bugs will still remain unless we explicitly fix them. =P

    Also, Psychog13 isn't very good at reading topics. :(

  5. I can't speak for the inclusion of Hidden Palace Zone, but I can speak for the inclusion of the song as it was clearly available to play within the sound test. Not putting the song in there would be a bit silly, now wouldn't it? ;)

  6. Wait, so those aren't the tracks for this project? Then who's this LewieP retard that linked to that page in his blog?

    I honestly have no idea. I think racketboy linked to that page with the bad soundtrack in his haste to spread the word, resulting in us getting dugg and on Kotaku all within 3 days, despite the project not even being done yet (or even relatively close).

    And, of course, since everybody blogged out the racketboy article, allllll of the inaccuracy came with it. If it's caused such a huge misunderstanding here, I can't imagine how much worse it can be other places.

    I've asked racketboy multiple times to review the post he made, but he has not. This is getting irritating.

  7. Whoa, I've been looking at this this site the whole time.

    Wait, is that what the complaints were about? Because I didn't do any of those. XD

    You want the forum topic that just64helpin posted earlier. I wouldn't even think of playing a game with the tracks on that above linked page, ugh.

  8. Oh boy, the ol' "it doesn't suck because you won't do it yourself" argument. Tsk tsk. It's pretty clear you don't like people polluting your precious soundtracks with their own ideas, but you don't have to be so angsty about it.
    Yeah... no. I'm saying if he isn't willing to give any actual constructive feedback, compared to just saying "LOL YOUR MUSIC SUCKS BASED ON PRINCIPLE," and is also refusing to provide any example whatsoever of what he would consider ideal (nor making any sort of convincing argument as to why it would be more beneficial to the project), then his opinion is absolutely worthless and he needs to stop making a complete prick of himself.

    I'm not being "angsty" for defending mine and others' work. If I insulted your work based solely on some sort of arbitrary principle, you would laugh me off for being some stupid newbie; why should I accept the same treatment in stride?

    What's interesting is that the music doesn't go to either extreme, so the drama really is a bit much. This project calls for neither "original tunes note for note," or "arbitrary solos and melodic variations." The MIDIs used are from a few sequencing veterans (I happen to be one too), such as my good colleagues Teck and EspioKaos (John Weeks); the former does quite a bit of interpretation in his works, the latter follows the source closely. If you're gonna rip MIDIs, these files are great for it. The "poor" part, unfortunately, is in the sounds and mixing: a lot of it is extremely muddy in places, and drowning in reverb; some of these instrument sounds, especially the brasses, don't come off much better than their FM counterparts, or even the sounds from default Audigy Soundfonts. Even using the same MIDIs, they could be done better. Being a fan project, of course, means there's plenty of time for improvement, unless that C&D really is coming. ;-)

    Okay, now this is much more reasonable. I don't consider myself the most seasoned mixer, nor do I have complicated music equipment--I'm simply trying to work with what I can. Any suggestions as to how I can make things better based on what I've provided?

    (Also note that, given the current trend of things, my work will likely be surpassed; still, I don't turn down constructive feedback :))

  9. You're right. They're not horrible for being MIDI rips. They're horrible because they suck.

    Then I invite you to do everything, and do it better; do it in a way that follows the original without adding ridiculous arbitrary solos and melodic variations. Make it sound absolutely fabulous, so you can back up your ridiculous ego.

    Unless you're willing to do that, kindly shut the fuck up.

  10. I'm going to give this soundtrack a listen. And I swear to Allah, if these are not the greatest MIDI rips ever conceived since Abraham nearly sacrificed Ishmael, I am going to declare Jihad against the infidels perpetrating this most unholy, blasphemous diatribe.

    In other words, this better fucking be good.

    Oh, cry more. Just because our goal is to be true to the original and not completely change how the music sounds does not mean our music is automatically "horrible" for being "MIDI rips." You know, if you had extensively read the topic at all, you'd probably know that.

    I mean, for fucks sake. Half the Sonic remixes on the site wouldn't fit a Sonic game well without heavy modification. That's why I'm glad that people like DarkeSword can understand this and modify an existing remix of his to fit the game well without completely destroying the original arrangement. I like Dream Pipe because it keeps the original song intact whilst also adding a personal touch. That's what I prefer in this project--changes that aren't too drastic.

    Everybody thinks you need to completely re-arrange every bit of music you make that's based off an existing tune for it to not suck; did Jun Senoue's music in Sonic Adventure suck because he used a "MIDI rip" of his existing Sonic 3D Blast music for the Windy Valley and Twinkle Circuit music? It's that kind of elitist bullshit that really puts me off from participating in this community more, because I'd certainly like to.

  11. Am I also the only listener to have noticed allusions to other Sonic games ? At 3:15 in Hetcenus' "That Freezing Feeling", you can clearly hear part of Volcano Valley Act 1&2 from Sonic 3D Blast.

    I'm so glad it didn't go unnoticed, as it usually is on the original. :D

    One more to go!

    Scrap Brain, from the Game Gear version of Sonic 1. First thing I head when I played that song. ;)

  12. Your bass is pretty faithful to the original style, and your percussion's pretty nice as well. What I'd suggest is to double up with the lead somewhere down the line with a patch that has a bit more chorus, slightly panned to the left. Something to give the song more feel after it's been repeating, ya know? The lead alone just seems like it's missing something.

    That lead also bothers me a bit as well... Maybe something less piercing? I really like the rest though, cool stuff. This was always my favorite tune in Spinball, so it's nice to see it's finally getting some well deserved attention.

  13. Any analog synth can make Gameboy sounds. NES sounds can be done with an analog synth as well. 16-bit is where is gets tough to emulate exactly what it sounds like.

    I dunno, it depends on what system... Megadrive uses an YM2612 -- I've got emulators for that, and there's also FM7, which I can use to play converted DX presets (<3 SOME).

    The SNES uses the SPC700, right? That's straight PCM data, usually with a unique interpolation to it... If you apply the right filters to your samples (hell, maybe even use those converters they have for actual music hacking), and you should be good to go. Plus, there's that SPC soundfont too. =P

    And the Neo Geo Pocket color is a 16-bit system... Yet that uses dual PSG chips, so you get 6 square channels and about 2 noise channels (I may be a bit off, but that's roughly it). But it's still PSG. :P

    In any case, it's not really accurate to seperate music chips on a system by thier "bit." Simply because the sound chips will always vary, depending on what the system is capable. Hell, the SMS had an FM chip on it. And, although scarcely used, delivered some pretty clean and awesome sound.

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