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APZX

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  1. Haha
    APZX got a reaction from TheVideoGamer in PRC432 - Back to the Rock Ages (Golden Sun The Lost Age)   
    @TheVideoGamer
    What no love of giant drums slamming into a nice buss compressor that was frankly working way too hard for the track 🤣
    Seriously, though great work folks. Had some interesting & different takes on the source than I thought would happen!
  2. Like
    APZX got a reaction from TheVideoGamer in MnP 127: The Granstream Saga - Cut Your Way   
    It has worked in the past, so I'm going to try and Trancifiy this a bit. We'll see how it plays out. I'll probably be a bit beyond the definition of MnP though with it.
  3. Like
    APZX got a reaction from Souperion in MnP 127: The Granstream Saga - Cut Your Way   
    And I think I've broken my record...and possibly something is wrong with me. Not sure which of those or if its both and I cannot figure out which is which.
    Edit - Seriously, I think I've broken my previous record for getting one these tracks out. It was like 3 days, but this took me about 36 hours including revising the mix some (well a lot). And really that makes me question if something is wrong with me lol
  4. Haha
    APZX got a reaction from TheVideoGamer in MnP 127: The Granstream Saga - Cut Your Way   
    And I think I've broken my record...and possibly something is wrong with me. Not sure which of those or if its both and I cannot figure out which is which.
    Edit - Seriously, I think I've broken my previous record for getting one these tracks out. It was like 3 days, but this took me about 36 hours including revising the mix some (well a lot). And really that makes me question if something is wrong with me lol
  5. Like
    APZX got a reaction from The Vodoú Queen in MnP 127: The Granstream Saga - Cut Your Way   
    It has worked in the past, so I'm going to try and Trancifiy this a bit. We'll see how it plays out. I'll probably be a bit beyond the definition of MnP though with it.
  6. Haha
    APZX got a reaction from colorado weeks in MnP 127: The Granstream Saga - Cut Your Way   
    And I think I've broken my record...and possibly something is wrong with me. Not sure which of those or if its both and I cannot figure out which is which.
    Edit - Seriously, I think I've broken my previous record for getting one these tracks out. It was like 3 days, but this took me about 36 hours including revising the mix some (well a lot). And really that makes me question if something is wrong with me lol
  7. Haha
    APZX got a reaction from The Vodoú Queen in MnP 127: The Granstream Saga - Cut Your Way   
    And I think I've broken my record...and possibly something is wrong with me. Not sure which of those or if its both and I cannot figure out which is which.
    Edit - Seriously, I think I've broken my previous record for getting one these tracks out. It was like 3 days, but this took me about 36 hours including revising the mix some (well a lot). And really that makes me question if something is wrong with me lol
  8. Like
    APZX got a reaction from Wassup Thunder in MnP 127: The Granstream Saga - Cut Your Way   
    It has worked in the past, so I'm going to try and Trancifiy this a bit. We'll see how it plays out. I'll probably be a bit beyond the definition of MnP though with it.
  9. Like
    APZX got a reaction from colorado weeks in MnP 127: The Granstream Saga - Cut Your Way   
    It has worked in the past, so I'm going to try and Trancifiy this a bit. We'll see how it plays out. I'll probably be a bit beyond the definition of MnP though with it.
  10. Thanks
    APZX got a reaction from The Vodoú Queen in MnP 126: Pokemon Gold/Silver - National Park   
    @The Vodoú Queen
    It took me years of practice and reading to learn this stuff. It is not an overnight kind of thing. There are a myriad of techniques and tricks one can learn about audio, and there are some general rules of thumb that one ought to follow. But at the end of the day the final say are your ears. I go by the mantra of "If it sounds good, it is good." For example a general rule of thumb is to not route your kick into reverb because it often muddies up the mix too much. But sometimes you need that kick going into the reverb for the track to sound right. Another general rule of thumb for EQ is to boost wide and cut narrow, but sometimes a narrow boost is just what the thing needs. But that is why they're called rules of thumb, they're there to serve as baselines really. If you want to learn how to mix a track, then your best bet is to just download some multis and give it an honest shot. If you want to learn to compose and the like then this compo and PRC are pretty solid ones. If you want to focus on how to program synths along with some composition and the like then KVR's One Synth Challenge is a decent start.
    All I'm saying is that it takes time and practice to do this stuff. For most it does not come naturally and requires a lot of focus and work
  11. Like
    APZX got a reaction from TheVideoGamer in MnP 126: Pokemon Gold/Silver - National Park   
    @The Vodoú Queen
    All right so I've created a simple audio example of what I was talking about with regards to sidechaining and how useful it can be regarding letting a kick through without much effort. Please see attached
    How I've laid this out is that you hear a very basic 4 on the floor type beat followed up by a nice & loud sustained bass sound. Then I play both together without any sidechain compression happening. Then I kick in the sidechain compression. I then fade in a simple supersaw type pad that is also sidechained. From there I go into a few times where I alternate between no sidechain compression and sidechain compression. Lastly, on the pad I remove the sidechain compression and bring in a gated pad controlled via a simple sine wave to rhythmically gate the pad so it sounds a bit more interesting. Now, other than the dynamics processing and some reverb on the pad, there is zero other processing going on (well save a limiter on the master cause I'm lazy). So, what you hear is just the power of the sidechain
    Quick Sidechain Audio Example.mp3
  12. Like
    APZX got a reaction from TheVideoGamer in MnP 126: Pokemon Gold/Silver - National Park   
    @The Vodoú Queen
    It took me years of practice and reading to learn this stuff. It is not an overnight kind of thing. There are a myriad of techniques and tricks one can learn about audio, and there are some general rules of thumb that one ought to follow. But at the end of the day the final say are your ears. I go by the mantra of "If it sounds good, it is good." For example a general rule of thumb is to not route your kick into reverb because it often muddies up the mix too much. But sometimes you need that kick going into the reverb for the track to sound right. Another general rule of thumb for EQ is to boost wide and cut narrow, but sometimes a narrow boost is just what the thing needs. But that is why they're called rules of thumb, they're there to serve as baselines really. If you want to learn how to mix a track, then your best bet is to just download some multis and give it an honest shot. If you want to learn to compose and the like then this compo and PRC are pretty solid ones. If you want to focus on how to program synths along with some composition and the like then KVR's One Synth Challenge is a decent start.
    All I'm saying is that it takes time and practice to do this stuff. For most it does not come naturally and requires a lot of focus and work
  13. Thanks
    APZX got a reaction from The Vodoú Queen in MnP 126: Pokemon Gold/Silver - National Park   
    @The Vodoú Queen
    All right so I've created a simple audio example of what I was talking about with regards to sidechaining and how useful it can be regarding letting a kick through without much effort. Please see attached
    How I've laid this out is that you hear a very basic 4 on the floor type beat followed up by a nice & loud sustained bass sound. Then I play both together without any sidechain compression happening. Then I kick in the sidechain compression. I then fade in a simple supersaw type pad that is also sidechained. From there I go into a few times where I alternate between no sidechain compression and sidechain compression. Lastly, on the pad I remove the sidechain compression and bring in a gated pad controlled via a simple sine wave to rhythmically gate the pad so it sounds a bit more interesting. Now, other than the dynamics processing and some reverb on the pad, there is zero other processing going on (well save a limiter on the master cause I'm lazy). So, what you hear is just the power of the sidechain
    Quick Sidechain Audio Example.mp3
  14. Like
    APZX got a reaction from TheVideoGamer in MnP 126: Pokemon Gold/Silver - National Park   
    @Souperion
    Had the same issue, if you select the blank entry it will be Coloradoweeks'. I had the same concern and checked with @TheVideoGamer and my vote went through as anticipated
  15. Like
    APZX got a reaction from TheVideoGamer in MnP 126: Pokemon Gold/Silver - National Park   
    @The Vodoú Queen
    In a situation like that is where the art of mixing comes into play. I can do a lot to make a mix cleaner & clearer even without panning. Take your track for example. I'll just start from where you go full electronic.
    The build-up and transition are fine and you've got a small bit of wall of sound going on. You've got decent transient information there to work with as well. The instrument voicing is perhaps not the most conducive to making it sound huge because there is too much in the 600Hz to 2KHz range going on. Now, thankfully in the electronic realm there is a technique that is super useful. It is called Sidechain compression*. In this particular case the most probable course of action would be to sidechain the main synth sound to the kick. Bring the kick into the center then sidechain the main stab to allow the kick to come through more clearly. Another option is to force the kick to pump a compressor. Here what you do is route the main synth sound to another channel and then send the kick there as well. Then you simply start turning up the volume of the kick to the point where it causes the compressor to react to the kick primarily.
    To create even more room for the kick in there as well. On the main synth if you take out say (just guessing here) about 3-4dB around 100-200Hz and then do the opposite for the kick you've given the kick a little more room to hit a smidgen harder. Something else I'd do here is on the other bits of percussion, I'd route them all to their own channel and add a bit of transient designer to them for a little extra attack. Something else to consider is that your main synth there is also providing your low end. So, you'd want to give that some more weight in the form of say something like a low shelf around 50-80Hz. Or alternatively you can let the kick win there, by high passing the main synth say around 80-100Hz and then boosting the kick's bottom end in a similar fashion that you would for the main synth.
    The next bit of concern is the additional synth you bring in. It also has a fair bit of lows. Now, me personally from what I'm hearing I'd take out some of the main synth's 300-900Hz region and give that to the other synth, while giving the additional synth a high boost with a very very wide high shelf (I'd start with the shelf around 20KHz and bring it down until I got the effect I want). Further, for the main synth I'd also compress the ever living snot out of it. I think something like an 1176 style compressor here would be great. Set it for say 4:1, attack middle-ish, and release as fast as it'll go (that'll be all the way clockwise). Then aim for a lot of gain reduction (I'd say 6-12dB would be a good starting point). Then for the last bit of polish on the additional synth that comes in. I'd go for some gentle compression, likely an opto (or a VCA can be used if the attack is set long and the release is set short too). The aim here is to do some gentle leveling of the sound. Just ride the overall dynamics and just squeeze them down a little as it were. Don't forget to pull some of the lows out of the sound as well.
    For the hats. They're simply too quiet, and honestly I think just a level boost is all they'd need. Maybe a bell centered around 6-8KHz to bring out the attack a little bit more. The clap just needs a level boost to my ears. If you paired that up with a transient designer you could really bring them forward in the mix.
    The trick to loud is much more in the composition rather than the mix though. The instruments have to have the room to breathe. Selecting which instruments play when and controlling the voicing of the instruments such that the actual desirable part of the sound does not conflict with another. The other thing is to watch the amount of low end you put into the track. The more low end, the quieter it is going to be simply because for us to perceive lows there needs to be more level. The more level the harder it is to make that sound loud without making a limiter sound bad. And that is probably the last thing, just a good overall spectral balance of the mix. If you were to take an average spectral view of commercial tracks, you'd see that generally it tends towards the shape of pink noise. Another trick is to actually use more highs. This does not generally make the track any louder, but it makes it appear louder, but be careful you don't overdue it
    Okay enough waffling.
     
    * - I really do not like this term, but it is what it is. To start the basic anatomy of a compressor. I'll assume the feedforward topology for this explanation (the difference between a feedfoward and feedback compressor are where the sidechain of the compression is fed from. In a feedforward design it happens before the gain reduction element and in a feedback design it happens after the gain reduction element). There is an input buffer and the signal is then sent to both the sidechain and gain reduction element simultaneously.
    The sidechain consists of multiple parts on its own, but functionally it consists of a detector of some sort (RMS, peak, or average typically) feeding into a comparator of some sort (determines whether the signal is above the threshold of the compressor) that is then fed into an envelope shaper of some sort (this is what gives the compressor its attack & release characteristics). Now, the entire job of the sidechain is to control the gain reduction element such that whenever the signal goes above the threshold the gain reduction element will begin to turn down the signal.
    The thing is though that a compressor is functionally two different major circuits. One is the audio path where the signal passes through the gain reduction element and the other is the sidechain circuit. Knowing this, it is possible to disconnect the audio path from the sidechain and then feed in whatever signal you want into the sidechain; thereby, effectively compressing any signal with another signal. Some examples are whenever you listen to an EDM song and when the kick hits everything just seems to duck out of the way of it? Yeah that is sidechain compression. Another useful place is when you're trying to fit in vocals around a bunch of guitars in say a rock track. Often the most desirable frequencies for both instruments are in the same region one thing you can do is duck the guitars around the vocals a bit by using sidechain compression. This same technique can also be applied to gates. Ever listen to a Trance track and here some nifty gated instruments? That can be done using a gate and something like a simple square wave feeding the sidechain of the gate
  16. Like
    APZX got a reaction from Souperion in MnP 126: Pokemon Gold/Silver - National Park   
    @Souperion
    Had the same issue, if you select the blank entry it will be Coloradoweeks'. I had the same concern and checked with @TheVideoGamer and my vote went through as anticipated
  17. Like
    APZX got a reaction from Wassup Thunder in MnP 126: Pokemon Gold/Silver - National Park   
    @The Vodoú Queen
    In a situation like that is where the art of mixing comes into play. I can do a lot to make a mix cleaner & clearer even without panning. Take your track for example. I'll just start from where you go full electronic.
    The build-up and transition are fine and you've got a small bit of wall of sound going on. You've got decent transient information there to work with as well. The instrument voicing is perhaps not the most conducive to making it sound huge because there is too much in the 600Hz to 2KHz range going on. Now, thankfully in the electronic realm there is a technique that is super useful. It is called Sidechain compression*. In this particular case the most probable course of action would be to sidechain the main synth sound to the kick. Bring the kick into the center then sidechain the main stab to allow the kick to come through more clearly. Another option is to force the kick to pump a compressor. Here what you do is route the main synth sound to another channel and then send the kick there as well. Then you simply start turning up the volume of the kick to the point where it causes the compressor to react to the kick primarily.
    To create even more room for the kick in there as well. On the main synth if you take out say (just guessing here) about 3-4dB around 100-200Hz and then do the opposite for the kick you've given the kick a little more room to hit a smidgen harder. Something else I'd do here is on the other bits of percussion, I'd route them all to their own channel and add a bit of transient designer to them for a little extra attack. Something else to consider is that your main synth there is also providing your low end. So, you'd want to give that some more weight in the form of say something like a low shelf around 50-80Hz. Or alternatively you can let the kick win there, by high passing the main synth say around 80-100Hz and then boosting the kick's bottom end in a similar fashion that you would for the main synth.
    The next bit of concern is the additional synth you bring in. It also has a fair bit of lows. Now, me personally from what I'm hearing I'd take out some of the main synth's 300-900Hz region and give that to the other synth, while giving the additional synth a high boost with a very very wide high shelf (I'd start with the shelf around 20KHz and bring it down until I got the effect I want). Further, for the main synth I'd also compress the ever living snot out of it. I think something like an 1176 style compressor here would be great. Set it for say 4:1, attack middle-ish, and release as fast as it'll go (that'll be all the way clockwise). Then aim for a lot of gain reduction (I'd say 6-12dB would be a good starting point). Then for the last bit of polish on the additional synth that comes in. I'd go for some gentle compression, likely an opto (or a VCA can be used if the attack is set long and the release is set short too). The aim here is to do some gentle leveling of the sound. Just ride the overall dynamics and just squeeze them down a little as it were. Don't forget to pull some of the lows out of the sound as well.
    For the hats. They're simply too quiet, and honestly I think just a level boost is all they'd need. Maybe a bell centered around 6-8KHz to bring out the attack a little bit more. The clap just needs a level boost to my ears. If you paired that up with a transient designer you could really bring them forward in the mix.
    The trick to loud is much more in the composition rather than the mix though. The instruments have to have the room to breathe. Selecting which instruments play when and controlling the voicing of the instruments such that the actual desirable part of the sound does not conflict with another. The other thing is to watch the amount of low end you put into the track. The more low end, the quieter it is going to be simply because for us to perceive lows there needs to be more level. The more level the harder it is to make that sound loud without making a limiter sound bad. And that is probably the last thing, just a good overall spectral balance of the mix. If you were to take an average spectral view of commercial tracks, you'd see that generally it tends towards the shape of pink noise. Another trick is to actually use more highs. This does not generally make the track any louder, but it makes it appear louder, but be careful you don't overdue it
    Okay enough waffling.
     
    * - I really do not like this term, but it is what it is. To start the basic anatomy of a compressor. I'll assume the feedforward topology for this explanation (the difference between a feedfoward and feedback compressor are where the sidechain of the compression is fed from. In a feedforward design it happens before the gain reduction element and in a feedback design it happens after the gain reduction element). There is an input buffer and the signal is then sent to both the sidechain and gain reduction element simultaneously.
    The sidechain consists of multiple parts on its own, but functionally it consists of a detector of some sort (RMS, peak, or average typically) feeding into a comparator of some sort (determines whether the signal is above the threshold of the compressor) that is then fed into an envelope shaper of some sort (this is what gives the compressor its attack & release characteristics). Now, the entire job of the sidechain is to control the gain reduction element such that whenever the signal goes above the threshold the gain reduction element will begin to turn down the signal.
    The thing is though that a compressor is functionally two different major circuits. One is the audio path where the signal passes through the gain reduction element and the other is the sidechain circuit. Knowing this, it is possible to disconnect the audio path from the sidechain and then feed in whatever signal you want into the sidechain; thereby, effectively compressing any signal with another signal. Some examples are whenever you listen to an EDM song and when the kick hits everything just seems to duck out of the way of it? Yeah that is sidechain compression. Another useful place is when you're trying to fit in vocals around a bunch of guitars in say a rock track. Often the most desirable frequencies for both instruments are in the same region one thing you can do is duck the guitars around the vocals a bit by using sidechain compression. This same technique can also be applied to gates. Ever listen to a Trance track and here some nifty gated instruments? That can be done using a gate and something like a simple square wave feeding the sidechain of the gate
  18. Like
    APZX got a reaction from Wassup Thunder in MnP 126: Pokemon Gold/Silver - National Park   
    @Souperion
    Had the same issue, if you select the blank entry it will be Coloradoweeks'. I had the same concern and checked with @TheVideoGamer and my vote went through as anticipated
  19. Thanks
    APZX got a reaction from The Vodoú Queen in MnP 126: Pokemon Gold/Silver - National Park   
    @The Vodoú Queen
    In a situation like that is where the art of mixing comes into play. I can do a lot to make a mix cleaner & clearer even without panning. Take your track for example. I'll just start from where you go full electronic.
    The build-up and transition are fine and you've got a small bit of wall of sound going on. You've got decent transient information there to work with as well. The instrument voicing is perhaps not the most conducive to making it sound huge because there is too much in the 600Hz to 2KHz range going on. Now, thankfully in the electronic realm there is a technique that is super useful. It is called Sidechain compression*. In this particular case the most probable course of action would be to sidechain the main synth sound to the kick. Bring the kick into the center then sidechain the main stab to allow the kick to come through more clearly. Another option is to force the kick to pump a compressor. Here what you do is route the main synth sound to another channel and then send the kick there as well. Then you simply start turning up the volume of the kick to the point where it causes the compressor to react to the kick primarily.
    To create even more room for the kick in there as well. On the main synth if you take out say (just guessing here) about 3-4dB around 100-200Hz and then do the opposite for the kick you've given the kick a little more room to hit a smidgen harder. Something else I'd do here is on the other bits of percussion, I'd route them all to their own channel and add a bit of transient designer to them for a little extra attack. Something else to consider is that your main synth there is also providing your low end. So, you'd want to give that some more weight in the form of say something like a low shelf around 50-80Hz. Or alternatively you can let the kick win there, by high passing the main synth say around 80-100Hz and then boosting the kick's bottom end in a similar fashion that you would for the main synth.
    The next bit of concern is the additional synth you bring in. It also has a fair bit of lows. Now, me personally from what I'm hearing I'd take out some of the main synth's 300-900Hz region and give that to the other synth, while giving the additional synth a high boost with a very very wide high shelf (I'd start with the shelf around 20KHz and bring it down until I got the effect I want). Further, for the main synth I'd also compress the ever living snot out of it. I think something like an 1176 style compressor here would be great. Set it for say 4:1, attack middle-ish, and release as fast as it'll go (that'll be all the way clockwise). Then aim for a lot of gain reduction (I'd say 6-12dB would be a good starting point). Then for the last bit of polish on the additional synth that comes in. I'd go for some gentle compression, likely an opto (or a VCA can be used if the attack is set long and the release is set short too). The aim here is to do some gentle leveling of the sound. Just ride the overall dynamics and just squeeze them down a little as it were. Don't forget to pull some of the lows out of the sound as well.
    For the hats. They're simply too quiet, and honestly I think just a level boost is all they'd need. Maybe a bell centered around 6-8KHz to bring out the attack a little bit more. The clap just needs a level boost to my ears. If you paired that up with a transient designer you could really bring them forward in the mix.
    The trick to loud is much more in the composition rather than the mix though. The instruments have to have the room to breathe. Selecting which instruments play when and controlling the voicing of the instruments such that the actual desirable part of the sound does not conflict with another. The other thing is to watch the amount of low end you put into the track. The more low end, the quieter it is going to be simply because for us to perceive lows there needs to be more level. The more level the harder it is to make that sound loud without making a limiter sound bad. And that is probably the last thing, just a good overall spectral balance of the mix. If you were to take an average spectral view of commercial tracks, you'd see that generally it tends towards the shape of pink noise. Another trick is to actually use more highs. This does not generally make the track any louder, but it makes it appear louder, but be careful you don't overdue it
    Okay enough waffling.
     
    * - I really do not like this term, but it is what it is. To start the basic anatomy of a compressor. I'll assume the feedforward topology for this explanation (the difference between a feedfoward and feedback compressor are where the sidechain of the compression is fed from. In a feedforward design it happens before the gain reduction element and in a feedback design it happens after the gain reduction element). There is an input buffer and the signal is then sent to both the sidechain and gain reduction element simultaneously.
    The sidechain consists of multiple parts on its own, but functionally it consists of a detector of some sort (RMS, peak, or average typically) feeding into a comparator of some sort (determines whether the signal is above the threshold of the compressor) that is then fed into an envelope shaper of some sort (this is what gives the compressor its attack & release characteristics). Now, the entire job of the sidechain is to control the gain reduction element such that whenever the signal goes above the threshold the gain reduction element will begin to turn down the signal.
    The thing is though that a compressor is functionally two different major circuits. One is the audio path where the signal passes through the gain reduction element and the other is the sidechain circuit. Knowing this, it is possible to disconnect the audio path from the sidechain and then feed in whatever signal you want into the sidechain; thereby, effectively compressing any signal with another signal. Some examples are whenever you listen to an EDM song and when the kick hits everything just seems to duck out of the way of it? Yeah that is sidechain compression. Another useful place is when you're trying to fit in vocals around a bunch of guitars in say a rock track. Often the most desirable frequencies for both instruments are in the same region one thing you can do is duck the guitars around the vocals a bit by using sidechain compression. This same technique can also be applied to gates. Ever listen to a Trance track and here some nifty gated instruments? That can be done using a gate and something like a simple square wave feeding the sidechain of the gate
  20. Haha
    APZX got a reaction from The Vodoú Queen in MnP 126: Pokemon Gold/Silver - National Park   
    @Souperion
    Had the same issue, if you select the blank entry it will be Coloradoweeks'. I had the same concern and checked with @TheVideoGamer and my vote went through as anticipated
  21. Haha
    APZX got a reaction from HoboKa in MnP 126: Pokemon Gold/Silver - National Park   
    @Souperion
    Had the same issue, if you select the blank entry it will be Coloradoweeks'. I had the same concern and checked with @TheVideoGamer and my vote went through as anticipated
  22. Sad
    APZX got a reaction from TheVideoGamer in MnP 121: Chrono Cross - Magical Dreamers   
    I really don't like the tempo rule to be honest, and I'm probably not going to submit something for this one simply because of it. I've got an idea for a Trancey piece, and for the feel to be right I'm up around 128bpm which is a bit too far from the 110 in the original IMO  
    I do have another idea, but really I'm not jiving with some of the melody parts. I don't mind the groove I've got going, but I do mind some of the melody parts. I dunno maybe I need to sit in front of some synths and get to hashing out some sounds.
    Edit - Plus I've been working on something original the past week or so, and when I go to remix this I kinda want to bring forth those ideas when I know I shouldn't but I can't separate the two.
  23. Like
    APZX reacted to HoboKa in MnP 121: Chrono Cross - Magical Dreamers   
    Big Update!!
    I am going to be taking a break from MnP and am working to delegate all responsibilities to @TheVideoGamer and to a lesser extend @Bundeslang.  I will be on standby for emergencies. 
    [Wtf was I on??] Though I aim to spend less time at OCR, as I love the community, but I don't like how high the Quality Bar is and feel that the Judge Panel could step it down a notch for the less skilled hobbyists.  Also this blinding white light of the forum Theme is really bad for my eyes.  Being near-sighted (yeah, I use glasses...but I might be at risk for Glaucoma) and with constant Allergy problems, it's just not good for me lol.   [Clearly, I was conflating the issue here.  Some of it is true, but...I was dancing around the crux of the matter.  Most likely, it is background noise to other issues I am dealing with.  Double apology there.]
    [More Apropos] I have come to realize that I am poor at handling stressful situations and I lost my cool, to say the least, with one of our participants.  I don't want this to be a pattern and I need to get back on counseling and healthier self-care routines.  It sucks, but it is what it is.  Said individual told me they've forgiven me.  However, I still don't feel good about it. 
    I have thoroughly enjoyed hosting MnP and being a huge part of the Compo Community.  Wish the best to you guys
  24. Sad
    APZX got a reaction from The Vodoú Queen in MnP 121: Chrono Cross - Magical Dreamers   
    I really don't like the tempo rule to be honest, and I'm probably not going to submit something for this one simply because of it. I've got an idea for a Trancey piece, and for the feel to be right I'm up around 128bpm which is a bit too far from the 110 in the original IMO  
    I do have another idea, but really I'm not jiving with some of the melody parts. I don't mind the groove I've got going, but I do mind some of the melody parts. I dunno maybe I need to sit in front of some synths and get to hashing out some sounds.
    Edit - Plus I've been working on something original the past week or so, and when I go to remix this I kinda want to bring forth those ideas when I know I shouldn't but I can't separate the two.
  25. Like
    APZX got a reaction from HoboKa in MnP 121: Chrono Cross - Magical Dreamers   
    I really don't like the tempo rule to be honest, and I'm probably not going to submit something for this one simply because of it. I've got an idea for a Trancey piece, and for the feel to be right I'm up around 128bpm which is a bit too far from the 110 in the original IMO  
    I do have another idea, but really I'm not jiving with some of the melody parts. I don't mind the groove I've got going, but I do mind some of the melody parts. I dunno maybe I need to sit in front of some synths and get to hashing out some sounds.
    Edit - Plus I've been working on something original the past week or so, and when I go to remix this I kinda want to bring forth those ideas when I know I shouldn't but I can't separate the two.
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