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Nabeel Ansari

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Everything posted by Nabeel Ansari

  1. Visited the family's house, played my brother's copy all day today. It seems like Capcom put a *lot* of R&D into the control input in Street Fighter V. Combos fly a lot easier, with sloppier circle input tolerance. I think this is a good way to make fighting games accessible, so Capcom done really good with this one. Because really; if you're hung up on being able to throw a Hadouken reliably you can't really enjoy what the game is about. I've never really been great at Street Fighter, and all of my problems were when I tried to do something and what happened on screen didn't agree with the commands I put into the controller. While Street Fighter V is much faster-paced, and the hits are harder and the whiffs are more punishing, I've never felt so in control of what's happening to my character on the screen. No more frame-linking BS, no more "but I quarter circled". I daresay it's *easy*; not easy to beat people, but easy to control your character, input your decisions and watch them happen on the screen. A+, Capcom, A+. Add Yang to this game, and I will never play Third Strike (currently what I consider the best fighting game) ever again. On another note, I previously approached the whole "content wars" debate with a bit of bipartisan thought; I can see why the lack of content makes people upset, but also it's silly to want single player modes in a fighting game. After actually sitting down with the game for many hours today, I've gone fully unappreciative of peoples' complaints. It's an amazing fighting game, with really accessible execution difficulty and a great cast of starter characters. It's worth its price more than Street Fighter IV was, a game with supposedly miles more of content, story mode, etc.. My only urge to play by myself was to try and figure out combos and moves; training mode was all I needed. I set the CPU to highest difficulty (Ken, of course), and let the hell ensue. I plan to do this for a few hours a day once I get my hands on my own copy. I don't need superfluous stories to practice, I just need to sit in the game without any interruptions (KO's, timeouts, etc.) EDIT: Furthermore, I've now resolved to calling this game Fifth Strike.
  2. I'm too busy cultivating my hype in solidarity to talk about it with other people
  3. Fantastic! I'll have to admit I haven't been listening to many ReMixes lately, but it's nice to see more arrangements like this on the site. I haven't played Bloodborne (I've played the crap out of Souls, though), but being a Souls gamer I can understand the kind of emotions that games like these evoke; your arrangement is definitely optimistic and fitting for a credits theme. Well performed, too, samples or not.
  4. We should collab on something. Wes (Bahamut, not Emu), put me down for A Wish, Crystal Forest.
  5. Though it's worth mentioning the flipside; if the phase is right, a 0 dB wave at some frequency added with a wave at some other frequency may make a quieter overall signal, because they add destructively given certain phases. The bottom line at least for me is never measure headroom in the frequency spectrum. The waveform is where headroom matters, because its the amount of space before a sample value goes beyond the digital limit, and those samples are transmitted as waveforms through soundcards/devices, not as frequency plots.
  6. Headroom is one dimensional. A signal (represented as samples in time) is a linear combination of waves its component frequencies with their respective amplitudes. An assortment of frequencies at certain amplitudes may not *necessarily* reduce headroom at other places, but they certainly can. If a 500 Hz sine and 1000 Hz sine start at the same phase and the 500 Hz sine hits the 0 dB ceiling, you can bet they will constructively add and thus clip at various points in the waveform. It's just math.
  7. When my classes are over ya'll are fucked.
  8. I mean... to be perfectly honest that's not much of a riff
  9. Fair Use likely won't protect him because he is making commercial profit from the song and he hasn't done anything original to it, Mirb. There are criteria courts use to judge Fair Use, and those are two strikes in the negative. Verbatim copying ("lifting") has actually successfully been quashed through the law in the past. This is no different. As ACO said before, Marvin Gaye's family won over Blurred Lines, a song that shows less similarity than we're dealing wth right now.
  10. Moseph's suggestion is valid; I would approach it differently though, and create two new rhythm guitar tracks that aren't panned as hard each (maybe 30-40% each side). During normal double tracked rhythms, use the hard panned ones, during the call and response, use the less panned ones. ILD (level difference, i.e. what Moseph is telling you to do) is pretty much what DAW pan pots do anyway (change the levels of the L and R to make one louder therefore "closer" to one ear). I would just let the knob do the work instead of trying to do it manually. Or circumvent the need for extra tracks entirely and automate the pan knob. :3
  11. I stopped paying for it because I wasn't using it much. When I get better income, I'll probably grab it again.
  12. Doesn't surprise me, Brandon. Doesn't surprise me. Of course... I mean, I was also of the advising voices to stay with it here, but I'm not an FL user. I think FL is extremely primitive and turns every small aspect of music making into a long chore (besides penciling in MIDI notes, the only thing it's good at doing), but I'm not deluded enough to think it doesn't function as a software. That being said, valid points have been brought up elsewhere that explain why FL "sounds bad"; the mixer isn't 0-latency. Try putting a compressor on a channel, turn the dry/wet knob. You get comb filtering (sounds like you put a Phaser on it, you're not supposed to). If you route channels through different tracks with effects, it's a phasing nightmare; IL says it has plugin delay compensation but some remixers have noted it doesn't really work that well at all when doing lots of complex stuff. If you render the same WAV files out of different DAW's, you will get the same result. However, if you render audio through the same routted/bussed FX chains (so same VST's, same groups of signals) in different DAW's, you can actually get different results. And there is a perfectly valid and scientific reason why one would want to jump off FL. "It has GUI lag" or "It can't address multi-core processors" is not :U
  13. Well first of all, things sound very out of tune. What's the tuning status and reference frequency (A4) of that piano? Has it been maintained at all? If it's not possible, I recommend trying slight pitch shifting until things jive better. Frequency clash from things being out of tune render things muddy as well, because things that usually just get absorbed into the same note/frequency are adjacent and dissonant (if I play A on a flute and C D A on a piano, the A's should vibrate at the same frequency and thus be perceived as basically one note, otherwise it's two separate microtones). Do that with ensemble harmonies, and you're bound for a mess. Very eye-opening, and a reminder that the best solutions to our problems can be the simplest ones.
  14. Maybe this is a bit of an unpopular opinion, but I don't really feel this urge to go out and tell everyone about how great video game music is. It's... really just music. Sure, it's pretty good. But... treating it like a cause, to "raise awareness" to the general public (insofar as the OP's suggestion to have a TV show), kind of confuses me. Maybe in the vein of artistic/academic recognition, yes, there's some work to be done, to get it to the level of filmography studies and whatnot. I could see that, and I certainly am of course in line with OCR's mission of promoting VGM as an artform, especially since I've been indoctrinated into it for like 8-9 years. But in general, I don't feel the urge to go out and tell regular people about VGM anymore than I feel the urge to go tell people about jazz music, or EDM, or progressive metal. On the contrary, I do feel strong urges to share specific music with people. Like when I hear a hot new album from zircon, or a great new cover from Dirty Loops, I'll share it around, try to get my friends to check it out. That's because I'm excited about how much I enjoyed something. But I don't think I've ever gone to someone and said "Look how great video game music is!" and threw a giant list of timeless OST's at them. I'm as likely to share non-VGM as I am to share VGM. So I guess tl;dr, I think VGM should be better institutionally represented in academic/artistic endeavors (should see more game composers winning Grammys), but as far as the general public actually listening to it, I feel like trying to push that is as fruitless as trying to do it for any other genre/classification of music.
  15. Again, I urge you to figure out what's wrong with your set-up instead of throwing money at your problems. GUI lag doesn't inherently exist in FL; it's happening to you because somewhere your settings are awry.
  16. I could be way off the mark, because you're in fact not sharing the music in question (you're asking an IT guy to troubleshoot your laptop without letting him see your laptop). Would be better if we could actually see what you are doing to tell you what's wrong with it.
  17. This is really a compositional problem, not a mixing problem. You need to voice your ensemble in such a way that every instrument has a place that doesn't overlap with any other instrument. Don't cross voices, and don't write dense lines below C3 (C an octave below middle C).
  18. What controller do you use, @DarkeSword? Gamepad or fight stick?
  19. I don't actually believe in paying for games in the commodity-typed model we have right now in the economy, because I believe games are art; I don't believe in paying for art but rather supporting artists via patronage, but that's another extremist idealist socialist debate for never. I see assigning monetary value to something as subjective as an experience a bit materialist. If I want something, and have the money for it, I will give the money to get it; I don't usually fret over "wtf this has $7 less dollars of game assets than the last game" (I know you weren't saying this but I think The Damned was doing something along the lines of calculating %'s for game content). That being said, I don't want Street Fighter V enough right now to pay $50 for it. I'm not calling out the developers for charging it (I'd feel wrongly entitled if I did), I just don't want to play the game badly enough to give $50 for it. I don't have the time to sink into it, or sit around and play it for hours a day. But I don't really go around and say that it's wrong they're charging $50 for it and it should be cheaper, for the reasons in the previous paragraph. I don't see it particularly offensive that they're "expecting" people to pay a certain amount for something. It's not like they're making me do anything. If it doesn't work out, they'll price drop it... this is normal in the game industry. Launch is always over-charged compared to the lasting levelled out price. If I was sitting around and wanting to get back into a fighting game, hell yeah I'd drop the dolla.
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