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Tensei

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Posts posted by Tensei

  1. I would like to have a try, I've always wanted to get into the whole 'compose music for games/movies' and this seems like a nice idea. I can do Metal, but can also do some of the contemporary electronic music styles like DnB and Acid Jazz to some extent (and orchestral, if necessary). PM me if you want to hear stuff because it's mostly project related stuff I can't go around posting everywhere.

  2. Ah yes, I always loved this theme because it was so bad-ass, but I never wanted to remix it because it got REALLY repetitive, but you don't seem to have much problems expanding on the original. Keeping an eye on this one =)

    Also, I'm available for guitars if something doesn't work out.

  3. I'm not very experienced on a guitar, but from the little I know, it'd be easier to fingerpick than use a pick. I know that if I have individual fingers already hovering over individual strings, I can hit those strings in sequence faster than I can move my fingers from one to the next.

    Really depends on how you look at it. Single note runs of sixteenth notes aren't that hard to perform with a pick at 150 bpm and I'm pretty sure most people here could pull that off. I know it's possible to do this with fingerpicking as well, but I'm afraid there's just not that many mixers with awesome classical guitar skills around here.

  4. lol, Zirc it just occured to me - why do u need to post your remixes on the wip forums when you're already high and mighty? do u really need us nubs to help you :P?

    Has it ever occured to you that when you're all 'high and mighty', you might still want to hear feedback on your mixes, even from 'nubs'? After all, the way you perceive your own mix will always be completely different from the way someone else hears it, so certain details will stand out, and others will get ignored. Having others listen to your mix is always a great way to get an objective look at it, no matter whether you're 'high and mighty' or a 'nub'.

    Also, Zircon, update this already :P

  5. Odd that I don't remember this song at all from the game, even though I played it to death. Anyway, I mostly agree with the judges on the lack of a captivating melody throughout. I've often been in a debate about ambient approach vs. captivating melody, and this definitely falls into the ambient category in that it sketches a soundscape, rather than a song itself.

    There's absolutely NOTHING wrong with that IMO, but I know the Judges tend to dislike it (Take a look at how long it took a guy like Avaris, who has a similar ambient approach, to get accepted by the panel), so this is quite a tough nut to crack.

    There IS room for improvement though, and I think with time this could very well get accepted. Production is quite stable throughout, I think it's mostly a question of giving the mix a direction to head to. I'm mostly thinking, since it's a bleak, apocalyptic musical sketch, it should get darker and more pressing throughout ( A good idea would be to use a church/tubular bell at set points during the mix to signify the impending doom) .

    I liked where you headed with the marcato strings, as it seemed the mix was finally building up to something, but unfortunately it slowed down after that. I'd say the mix has some very nice single sections, but the way they're arranged doesn't make much sense to me at all, what this mix needs most is a working excitement curve (is that how you say it in English?), i.e. a song-structure that naturally builds up to a climax, in the same way a movie does.

    As I've said, this is a tough nut to crack, thus my advice is a little vague (And that's why there's probably no other feedback here :D) . there's really nothing wrong with the sequencing, production and general mood, it just needs a working build-up.

  6. Tensei-San, I dunno what bus features and reverb effects FL has, so you should help him with that.

    AFAIK you can't route the channels to a bus in FL (I'm probably wrong about that, but I don't know that much about FL), so you'll have to route the individual channels to the mixer and apply reverb to them.

    Just call up the mixer with F4 or with View->Mixer, click on the instrument/midi channel you want in the pattern section, then right-click on a channel in the mixer and select "Link selected channel" (or something similar). After that the name of the channel should be shown in the mixer, and you're free to insert effects by clicking on one of the drop-down menu's on the right. After that you just pick the effect from the list, and it should work out for itself.

    I'm thinking for a semi-orchestral setting like this it would be best to put a Fruity Reeverb 2 on the master channel with a relatively high decay and the biggest room size possible, but with a LOW wet ratio. Then you can put a standard Fruity Reeverb on the individual channels and tweak it to your taste.

    Hope that all made kind of sense :)

  7. Blaaaaaah these chords draw on for waaaaaaaaaayyy toooo looooong. Anyway, I'm not a fan of ambient so ignore that comment.

    Bass during the intro could use a lot more low-end meat. Transition to the first arrangement is very awkward and it doesn't seem to have any connection to the previous section whatsoever (different harmony etc), try to bring in the instruments gradually or something, don't make it so sudden.

    I really like the Saint-Germainish chordal stuff in the second part. Overall I think the development is a bit sparse, I'd try to add a bit more (perhaps ethnic?) percussive elements during the latter parts to signify some sort of development throughout. Nice work overall.

  8. Okay, I got all that working. HOWEVER, I can't import an audio clip without losing my MIDI stuff and vice versa.

    To import an audio clip press Channels-> Add one-> Audio Clip, and it will show up under audio clips in the pattern thingy (so you won't see it right away, you have to change the selector at the bottom to "all" or to "audio clips).

    I desperately need a string soundfont.

    Try Cadenza Strings, Squidfont Orchestra or Papelmedia Strings.

  9. I'm using 7.

    I mean, it probably works, but I don't quite know how. How'd you import it?

    And also, all the sequencing stuff sounds pretty hard... I think I'll just try to recruit a live player and record the theremin-type sound myself.

    The Import Midi option, obviously.

    What you do then is you add channels with the soundfonts/vsts you want to use and you connect each one to the midi track you need.

  10. Whoa, I think CHIPP will flip out when he hears this, because it's damn awesome. I'm impressed with the way you were able to salvage such a good tone from the lead guitars. I still get some ear-fatigue, but nowhere near as bad as in the earlier version, so that's alright. If it were up to me, I'd say you guys are ready to submit :)

  11. An unexpected take and arrangement of the original, I like it a lot, and I'm surprised that this mix has that few reviews. It's definitely interesting to hear how the piano-ostinato suddenly makes the melody completely latin-sounding. The percussion didn't jump out at me, but it does live up to the standard latin song-standard. The brass tends to get a bit on the blatty side, but we're talking 2001 here so who cares?

  12. I still have to hear a synth guitar that could be confused with a real one, so basically the answer is " No, you can't get a realistic electric guitar sound from a synth"

    Usually the best solution for this is to PM someone who plays an axe and ask them if they can play the chugga-chugga for you; believe me when I say it will sound a million times better than anything you could hope to achieve with FL slayer.

    Now if you really want to use synth guitars because you think they'll fit better, try to get a lot of free sound fonts and samples, and layer them together, apply judicious distortion, etc. It won't sound as good as the real thing, but it will definitely get the job done. I think one of the main requirements is having at least an amp simulation (Guitar Rig 2/3, Amplitube 2) to run the sampled guitars through so they won't sound like total shit. Try to listen to some of Protricity's (Krool Intentions, Neighburgers, Assembly-Line Apparitions) stuff to get a feel for how you can make shitty samples sound great, it's all about the sequencing.

  13. Thats funny. Because i learned drums by buying a pair of sticks and teaching my self rudiments on my mousepad. From there i basically just read tabs and played drums anywhere I had the chance. I myself don't own a drumkit.

    Well that's not how you said it. What you basically did was say "Well if you want to learn to write good drum patterns you have to start playing drums", which is kind of obvious, thus redundant. =/

  14. Very nice! I told ya those layered guitars can do wonders, the middle sounds much cleaner now and the guitars sound a lot meatier. The bass is a lot better audible too, but the kick still gets drowned out when the whole thing starts, which costs the whole mix a lot of energy. It's hard, but you have to try to make it sit next to the bass in the lower frequency spectrum.

    I also think the snare isn't really varied enough in terms of velocity so it becomes pretty annoying quickly, if you can't vary it enough by changing it's velocity, try to load up a few samples that sound similar and have them alternate, or if you even can't do that, load up the same snare and EQ it enough to make it different from the others. :P

  15. I like the arrangement quite a bit, I was expecting a funky song because of that intro, but it quickly picked up pace and went into some synth rocking.

    Unfortunately, there are quite some production flaws you have to work out, but they should be pretty easily solved; First, layer your rhythm guitars (i.e. Record the rhythm part twice and pan both of them hard left and right), this should give the center a lot more breathing space, since you have a lot of instruments taking up the same frequencies there.

    Next, I barely hear any bass frequencies here, I think both your kick-drum and your bass could use a reasonable gain boost and some harsh eq'ing to solve this, just make sure they don't cancel each other out. I'm thinking a wide EQ-boost for the bass somewhere in 100-400 Hz, and a pretty steep boost for the kick at 60-80 Hz. You can then roll off either the kick or the bass (whichever you DON'T want in the sub-bass frequencies) at 50-60 Hz.

    There might be some other issues but these are the ones you have to tackle first I think :P

    Anyway, definitely keep on it, with some production love this can shape up to be great, I'm digging the arrangement :)

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