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Ravich

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Everything posted by Ravich

  1. Is there a way to rip midi data directly from the game data? I've done it before with psf files, but never with SNES.
  2. But that just means that it samples synthesized instruments, right? I think Tim and I were referring to whether the sound source was sampled from a recording or synthetic.... though I could still be confused.
  3. I dont know if I'm using a midi file that is directly ripped from the game, but it has the timpani notes oscillating on semitones, as well as thirds and whatnot. Either way, I didnt realize that they even used samples for anything other than vocals way back then. Interesting. Interesting thought on it being a timpani pitched up. I'm not having much luck with pitching up a snare, although it does resemble the sound more it doesnt really work. I'll probably try laying a snare with a tom or something, but I might just end up using a regular snare since I'm not going for a synthesized sound anyway.
  4. Perhaps I'm mistaken. Isnt the timpani in that track also synthesized?
  5. I know it's synthetic, but often times composers were imitating specific instruments with these kinds of sounds. Hell, the strings are synthetic, but they're definitely strings, so I was wondering if that applied here as well. Tight snare sounds about right, since I barely hear the... snare, and pitched out sounds right. I'll start with those tips and see where I get. Thanks for the tips.
  6. not the timpani. I have a feeling people are going to say snare, but that's really not what it sounds like to me. Any pointers?
  7. Hmm. I'm not really knowledgeable enough to know what exactly to do with sf2 files. I am reading that I can put them in my the ESX24 sampler folder for use in logic. Is that correct? The thing is that I am more interested in learning the properties of the sound and how to create them from scratch, since this is by far the most effective way for me to learn how to make sounds. Simply following tutorials that I have no context for understanding isnt going to do me as much good. I downloaded a free book called "How to Make a Sound" and the guy recommends a bunch of synthesizers that I dont have. Anyone have any other advice for resources to use for setting out on this adventure? Also would those files be taken from the FFVII PC version?
  8. Is there already a dedicated "how do I make this sound" thread, or would it be appropriate for me to just ask in this thread? Like if, for example, I wanted to know how to create the glock sounding instrument from Yuffie's Theme and Interrupted by Fireworks from FFVII (the melody in both).
  9. Thanks for the pointers. I like sculpture a lot, but the interface makes me want to gouge my eyes out. I suppose I just need to wade my way through tutorials until it makes sense to me. Any any where most of the sounds are coming from in a track such as this? I'm most curious about the drums and electric guitar. I wouldnt know where to begin.
  10. Hello everyone. I've been writing music for a while, but up until now, I worked exclusively with EWQL libraries, and written primarily orchestral music. I'd like to extend beyond my comfort zone for multiple reasons, one of them being that I find EWQL libraries to required so much tweaking that it isnt very ideal for a creative workflow. I have to spend way too much time tweaking minor details in order to get a good sound out of the libraries. The sounds I'd like to explore range from anything chiptune-esque to the kinds of sounds you'd hear in The Binding of Isaac or Castlevania games. I cant exactly start by just pouring money into whatever sound library looks me in the eye without knowing where to begin, so I was wondering if anyone could recommend starting places with tools that are on the cheaper side of things or have free trials, or built in software for Logic (which is my DAW). Dont want to end up rambling, so if there's any particular information you need in order to make recommendations, please do ask. Thanks for your time. Thanks
  11. I am wondering how best to replicate this guitar sound: Right at 1:46 a new section starts where there is guitar strumming repeated 16th notes and I have no idea how to get a similar effect through any means (I'm sure that a real guitar is being used for the recording, so I am aware of that). I have EWQL's Ministry of Rock, but none of the instruments seem to come remotely close to it. Any pointers?
  12. Thanks for the recommendations. A couple of problems: -Is there a link to any reading you can give for the very basics? I feel like I'd be better off with a fraction of a foundation of knowledge than none at all. -I'm not quite sure how to get the most basic setting in any synth just because not all of the knobs seem meant to go all the way to one end.
  13. Thanks a lot, this was really helpful, I appreciate it. I'm really just learning the basics, so when you say sawtooth wave, I just did a bit of googling and then tried the simplest synth logic had (EFM1), which got me a bunch of knobs I didnt know what to do with, but playing around with them I was able to get a feel for them and get a close sound to what I was hearing in the MGS track. Is there a better starting place as far as a simple sawtooth wave goes? Managed to get pretty close to Liara's World as well with a synth that had build in glide/portamento. Thanks again!
  14. Hello everyone. I dont have a whole lot of experience with music with an electronic aesthetic to it, so I was hoping that you all could help me in learning to recreate specific sounds/instruments. Any help with any of the examples would be much appreciated. I'm not even sure what sort of synthesizer to start with. For the record, my DAW is Logic. 1) Metal Gear Solid - Introduction All of the sounds seem straight forward except for the high pitched "beep" instrument that starts right at the beginning and loops straight through the whole thing. 2) Mass Effect - Saren It seems like one istrument with a delay effect for the whole thing, and there is some sort of phasing effect going on I think. Other than that though, I wouldnt be sure where to get started. 3) Mass Effect - Liara's World http://www.youtube.com/watch?v=8U15eCO-cwk No idea where to begin here. I can here the effects, but I have no idea what they are called. 4) Metal Gear Solid 3 - Main Theme WIth this track I'm looking specifically for the effect starting at around 2:05. It sounds a bit like the noise is being put through the shape of a person's mouth if that makes sense. It comes in again much stronger at about 3:40. Any pointers in the right direction would be much appreciated. Thanks! Edit: no embedding apparently, I'll change to links.
  15. Advice: 1) Midi keyboard. If you can afford it and have the space, get something weighted. I find it incredibly difficult to control the output of a keyboard without weighted keys, but perhaps that is partially because I am a piano player. I managed to get myself a full sized weighted keyboard a couple of years ago at a guitar center labor day sale for 280$ (heavy damn thing - about 80 lbs), but I'm not sure what your price range is. As far as choosing one goes, make sure it is in your price range, and make sure you like the way it feels. Choosing by brand name is best for people that know exactly what they want and have extra money to spend for the name. 2) Know your instruments. If you want it to sound realistic, you need to know what the instrument sounds like when it is played realistically. Listen to recordings for this purpose, and make sure you're listening to things that are in the style you are trying to emulate. 3) Know your sample library. You need to both know how to use it, and also understand its limitations. Part of this comes from practice, and part of it comes from learning from demos that use the library effectively. Trying to make an instrument sound realistic in a way that the library isnt capable of pulling off wont result in a good sound. Part of the compromise of working with sample libraries is that to a certain extent you are writing for the samples. Your flute legato patch isnt going to change its sound so that it sounds better playing a bright passage, so make sure you're aiming for something reasonable. 4) If you can, play piano. Learn a range of pieces that use varying degrees of strictness in regards to rhythm. Learn what it sounds like for things to be too rigid, as well as too free. They dont have to be technically complex pieces, so dont discourage yourself by aiming for something unreasonable. Record yourself playing these pieces and listen to the playback to get an idea of what the listener hears when they're not inside your head. 5) Orchestration. I dont mean writing for an entire orchestra. What I mean is simply knowing how the instrument is used. If you use a flute in a passage that doesnt sound like something a flute would normally play, it might not end up sounding the way you wanted. It might not matter at all, but it's something to keep in mind. Good luck!
  16. http://soundcloud.com/benandmusic/answers-in-the-tides This is a piece I wrote several months back and, as usual, the further along a piece gets, the more stuck I get. Rather than letting it sit there, I thought I'd use it for something productive and get some feedback. Any constructive criticism from the composition to the orchestration to the mix to the general use of the library/instruments is welcome. Cheers!
  17. Hi, I was wondering if anyone could recommend some organizations that would be a good starting point for networking with people involved in game development but particularly the audio/music side of things. I’m looking primarily for local opportunities, although anything works as a starting point. I’m based in Oregon, by the way, so Portland is great if possible
  18. Yeah.... I guess that's to be expected. Where would I start looking for a library?
  19. What are the chances of being able to do it with a software synth?
  20. Here's a link. I'm talking about the rhythm guitar at 1:12I have EWQL's Ministry of Rock (1, not 2), but I dont really know much at all about the technical side of electric guitars. Anyone able to give me some pointers?
  21. Great, thanks for the tips. I've got a healthy list going, so now I'm just looking for reading material and tutorials. I know that I could just google "(technique) tutorial" but I'm hoping to start on a solid foundation. I have the guide to MIDI orchestration, which has been helpful thus far, and someone recommended to me "Mixing Audio"
  22. If I were to commit to doing bit of reading and experimentation on a regular basis with a specific effect or technique within digital music production, what would be some important effects to keep in mind? EQ, compression, stereo doubling, lowpass filters, etc… which, in your experience, would be most important to familiarize myself with? Are there any resources for tutorials that you all find to be particularly useful? I am not implying that I’ll be able to master these with tutorials, but the experience will be helpful.
  23. I am wondering what, in addition to having a good demo, might be required for getting employed writing music for video games. That is, how necessary is it to have written music for independent games or having done some sort of (likely unpaid) internship. Obviously this depends on the quality of one's demo and networking capabilities, but I'm trying to get a general sense of tendencies in the industry. Let me know if you think this should go in a different forum.
  24. Hi everyone, just doing some research. I've received helpful responses elsewhere, but more input cant hurt. -Should the music being sent out be copyrighted? -If so what is the best what to go about doing this? -Should it aim to encompass a range of mood and styles, or can it stick to something more specific? -Visual elements: Would it be a good thing to have a demo of your music set to a video/animation? How about still frames or concept art? -What would a rough target length be? Rather, what is "too long"? -Does it need to be a medley, or can it be a collection of separate tracks? I think that sums up the bulk of my questions. Thanks!
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