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Brian

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Everything posted by Brian

  1. Sound effects? Like 1up? How is that suppose to work? They're just sound effects. If it's a medley of sound effects you want, I don't think it's musically possible. Sound effects are very short and to make a medley you need at least 4, 8, or more measures for a complete phrase. Sound effects are meant to be tied to events and objects. it cannot be played alone. If it's not a medley you want, but just individual tunes, then sure it'll work.
  2. Is there an instrumental version of this? I can't remove the hi hats, cymbals, snare drum, lead guitar, piano, and synths because they're in the same phase as the lead vocal so it may ruin your mix. I probably need an instrumental version to cancel each other out. If there isn't one, then you'll need to tweak and EQ it yourself and delete any portion where she doesn't sing.
  3. Sorry, I've misused a lot of the words. Not midi, but some form of program a game uses to read some kind of data to stream this music back. If we can see this data, we can use it. In this case where this soundfont is located. I'm not good at forming or conveying my ideas. Please excuse my wording. I think we're on the same page though, which should answer Halt's question regarding trying to use the game's soundfont.
  4. That's correct. Emulated console sound formats or chiptunes (spc, nsf, usf, psf, vgm, etc), not the crappy General Midi soundfont so it has nothing to do with a .mid file (which I think analoq was confused with GM and the midi-sequenced emulated sound format a game uses). It's actually possible to hex edit a .mid file, but who the hell does that when you can just open it up in a sequencer like FL Studio? lol. You can mute channels from Snes, sega genesis, gameboy, NES, and the rest of the 4th gen consoles and earlier through a universal plugin that can work for ANY games because they are sequenced via hardware, not software. This is why all the games sound alike. Because they all sound the same, a hacker can simply extract this data from the hardware itself that playbacks this sequenced music. The soundfonts are contained within the hardware. If you can reverse-engineer the algorithm that the hardware uses then you can create and program the plugin. You'll get the most pure raw form of the soundfont rather than how virt made it through recording. If you're interested in muting channels from old consoles, download winamp + chipamp. You may however want to update the individual plugins to the latest version.
  5. Let's use Ocarina of Time for example. At first when he said "People say they pull the instruments from the MIDI and sequence them" I thought he meant General Midi. That's not what he wanted. In games when music is "sequenced" via the game's internal software, it contains multiple channels or tracks, and other important data. This method is known as "Midi" as opposed to playing directly from a single 2-channel stereo source. The game's internal sequencer reads this midi data (ei. USF file for N64 games) and plays it back as would a PC midi, but this sequencer is only unique to the game's software, and it can only be read by that sequencer. It's this kind of data that we are looking for, and the best possible way to look at this data is to view it in Hex. What he wanted was a single sample from a game, say strings, and use that as a soundfont for his remix. What's the dilemma? He wants to extract a single sample (ei. strings) from a game that is sequenced, say Ocarina of Time for example. You cannot possibly extract the sample from an mp3 file or a USF file directly. In order to extract these samples, you must hex edit the USF file. Wonder how hackers could extract soundfonts from games? This is how it's done. A lot of the ROM hacking is based on the usage of hex editing. Then you must transform this information into useful data in the form of .sf2 files or any files or plugins that can be played in your DAW application. Take a look at some of the soundfonts from Zophar's Domain. If you never knew that games that are sequenced can be altered, then you know now. This sequenced music can be altered via hex editing. However, not all games are sequenced. Games that aren't sequenced, don't bother trying to extract a soundfont or hack the music file. It's like trying to extract the piano part from a large orchestra from an mp3 file. Alternatively you can knock on Koji Kondo's door and ask him for the soundfonts and software he used in Ocarina of Time, but what are the chances of that happening? at OP: what game are you trying to remix? If it's sequenced midi then it's possible, but I'm no genius at hex hacking. If it's direct audio then you'll have to find something else that's close to it. Check out Zophar's Domain for some soundfont samples, or any other sites similar to Zophar's domain. They may or may not have it.
  6. Anyone here an audiophile? I might get some folks from head-fi to come over. I've never heard high-end audio before, but as an audio enthusiast, it would be an opportunity for me to listen to some. I can ask the folks there to help pick a great location in chicago. But first I wanna know if anyone here is interested in hifi sound.
  7. "song" as in the actual official (original source) song, and not the GM/XG midi? In that case it depends. There are several soundfont plugins for the older gen consoles (from the 4th gen down because it's sequenced by hardware), but the 5th generation and up gets tricky or is just impossible. Any music that is sequenced (referred to as "midi" (not the GM midi on your PC)) by software will need to be hex edited to be able to extract the samples; I don't know hex editing yet. Anything that's not "sequenced" (wav, ogg, direct audio, etc.) is impossible to extract.
  8. When you say "instrument" are you referring to the notation or the actual instrument patches used in the midi file? People actually pull midi data for its notation, not so much for the type of instrument the midi is using. All you need is the melody, some music theory, and creativity. Choose a genre you're good at and stick with it. Midis are used as references such as chord analysis and for the melody. Everyhing else is for you to interpret. The problem with midis is that they can be wrong, or simply not exist. You'll need to develop aural skills to be able to transcribe a piece and analyze the chord progression. As for mastering, that depends on the genre you choose.
  9. With a high-end computer, there's no need to freeze tracks imo. A large amount of RAM and an Intel i7 processor (extreme edition and overclocked for purists) would be able to handle any DAW applications you throw at it. I've never had to freeze tracks yet since my computer can handle it fine, but that could easily change as I add more and more vst plugins.
  10. Chicago here. It needs to be accessible and close to a bus/train stop. I don't want to walk miles (don't have a car yet). Semester ends May 16 for me. I have summer classes starting June 3. Since I'll be a full-time student, I'll be getting a free cta pass. It should be from Fri-Sun so that it doesn't interfere with anyone's class schedule. If it's May, then it should be after semester ends and before summer semester begins. I'll be free that time. If it's during my summer semester, then it should only be Fri-Sun. I prefer it to be during noon. Chicago is a great place. So great that it's hard to decide on a location. Since I want to bring my laptop, make sure the place has wifi and a power outlet.
  11. I'm from Chicago, 2-2 1/2 hours north of Champaign-Urbana
  12. check this site out http://zalmusic.blogspot.com/2008/03/beginner-trance-production-tutorial.html It's a trance tutorial. The hardest part for me is FX and Special Sounds. All those sweeps, wooshing, beeping effects, etc. is something I still have trouble with . His tutorial doesn't help much with this. I really need a tutorial that covers this. If you want to learn more about a specific DAW, do register and ask questions at the respective forums. You get lots of help. As a FL Studio user, I get help from Theflipsideforum.com, but remember to use the search function first before asking!
  13. I can rip the vocal for you, but anything that's centered panned will be pulled in as well (usually bass and drum bass). I can probably filter the bass out with EQ. The lead vocal must be center panned in order for it to work.
  14. What OS are you using? It could be a sound card thing, but before that try this. Open the recording devices options (control panel -> Sound). Open Microphone / Line In properties. Click the Levels tab and move the slider in the mic / line in section to about 15 or so. Mic Boost to 0.0dB.
  15. Latency becomes an issue only if you're recording in real time. Everything looks very fluid when latency is very low. To a newbie if you're only sticking one note at a time then latency is probably undetectable and unimportant. Again, latency is only important when you need the computer to respond to you synchronously in real time when you input something, to provide real time feedback. With 40ms (close to 2048 samples in ASIO) it's undetectable, but during recording it's not. I usually keep it around one figure 1-9ms (around 128 samples or less) to minimize latency as much as possible.
  16. A note about using ASIO4ALL or ASIO in general. You can only run one instance at a time per device or channel. You cannot play audio in two or more applications at the same time. That means an application will take "ahold" of the asio driver during use and another application will not play (it will either not play, is muted, or gives you an error). You must release the driver by stopping the application from playing or opening the asio control panel and disabling it. Once you've freed up a slot, you can enable the other application. You'll need to do this back and forth between applications. Midi drivers will prevent ASIO from taking ahold of the program should they be active on startup. Disable the midi driver within the program, and reset the ASIO by disabling then enabling it again in the asio control panel. Disable Spdifout from the control panel as well if you're not using spdifout. There is a workaround if you don't want to go back and forth between applications. http://www.cubase.net/phpbb2/viewtopic.php?t=101066 This will treat each ASIO instances independent of each other thus allowing you to play multiple applications at the same time (multiclient). One last thing, ASIO doesn't have volume control unlike the Kmixer. You'll need to adjust the volume externally or within the program, not windows volume mixer.
  17. Assuming you're using PC, install and use ASIO drivers (Google ASIO4ALL and install it). I'll direct you further once you have installed the drivers. The popping noise is associated with the buffer length when using a low sample rate (increasing gets rid of it, but you'll get a major delay in latency) at least in FL Studio it does that as well. ASIO is the way to go.
  18. I wonder how many people fell for this april fools joke. I mean it's quite obvious if you could access the forums
  19. You don't have to ask this. To minimize this risk just make sure the tracks don't exceed 0 dBFS then there won't be any static/clipping/distortion/pops/clicks to worry about because all that is caused when the soundwave exceeds 0 dBFS. The reason you can't hear the clipping, distortion, or flaws is because the notes only last for a few milliseconds (since this piece is very fast) thus the clips only last a few milliseconds. ei. people can't discern a snare crack that is clipped and unclipped because it happens very quickly, and is a non-pitched instrument. However, even if you don't hear it, it's there. Just don't take the risk and assume the production will be fine. I listen to the-supposedly-loud music at around -6 dBFS. Accented areas (ei snare cracks) can go up to -9 dBFS to 0 dBFS. The main song however should not hang around or near 0 dBFS. If it does that, you get what is called a "brickwall." OCR does not accept this.
  20. I'm really not a fan of the "loudness wars" that's happening today with modern music with the overdose of compression and limiting. Dynamic range becomes much narrowed. Just saying exceeding 0 dBFS is not a good thing. I'm seeing a brickwall. It won't be accepted by OCR standards.
  21. Download audacity or check the monitor in your DAW. You should make sure it doesn't hit 0 dBFS even if you can't hear the distortion. Aw I was hoping for more lol. This is the best medley arrangement I've heard so far. Very good transitions. It got energetic at the end, but it ended so soon. I wouldn't mind 5 min of fun. It's so addicting Maybe add the athletic rags from both SMW 1 and 2?
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