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Argitoth

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Posts posted by Argitoth

  1. So I recently finished building my first analog modular synth and right now it's just sitting here because I don't have time to do much composing right now, but I'd still love to use it. So here's the deal. If any of you composers are using a software synth patch in your composition (screaming saw lead, hard bass, a soft-filtered saw, etc.), post a midi and an audio demo and I'll record my analog synth to match the sound of your software synth, except with the goal of giving you the nicer sound of analog.

    Any takers?

    modular.jpg

    Patches based on others' works

    Meteo Xavier - Synth Demo: You will hear the original -- recreation -- original+recreation. Having an analog comb filter would have gotten me closer to the original synth sound. That will have to be added as an effect.

    Filters

    - Model 12 6/12dB Low/High/Band/All (Feedback Demo)

    - A-106-1 12db Low/High/Band/Notch (Performance Demo)

    - RS-110 24db Low/High 12db Band/Notch (Performance Demo)

    Audio Demos

    Model 12 and Envelopes: Fun with envelopes!

    - Asys Envelope

    - Plan B Envelope

    - Software Delay

    Sound Desing 1 - Air Current: Recorded three patches two minutes each, split recordings up into Left Right and Mid channels. Used volume fades and moved audio around.

    - A-118 Noise (sound source and modulation source)

    - A-122 Filter (sound source + filtering)

    - Model 12 Filter (trim frequencies)

    Composition 4: Something a little more acidic.

    - A-110 Oscillators

    - Model 12 Filter

    - Model 38 Envelope

    - Software Effects

    - manual modulation

    Composition 2: A simple composition using my modular synth.

    - A-110 Oscillators

    - Model 12 Filter

    - A-136 Distortion

    - Software EQ, Software Delay

    Composition 1: A simple composition using my modular synth.

    - A-110 Oscillators

    - Model 12 Filter

    - Model 38 ADSR

    - Software EQ, Software Delay

    - manual automation

    Common Patch 1 : A simple patch with a simple melody.

    - A-110 Oscillator Triangle out

    - Model 12 Filter Lowpass out

    - Model 38 ADSR

    - Software EQ, Software Delay

    - manual automation

    Common Patch 2: A heavily-distorted patch.

    - A-110 Oscillators

    - Model 12 Filter

    - A-136 Distortion

    - Software Delay

    - manual automation

    Common Patch 3: Lightly distorted sound with a huge bass mixing saw and trisaw oscillator shapes.

    - A-110 Oscillators

    - Model 12 Filter in High Q mode for nice bassy ring

    - A-136 Distortion

    - manual automation

    Charseisis VST on Bass patch

    - A-110 Oscillators

    - Model 12 Filter in Low Q mode

    - A-136 Distortion

    - Velocity-controlled automation

  2. Somehow my friend screwed up his resolution settings and so basically the problem is that windows are appearing offscreen.

    When he tries to go to the resolution settings (right click on desktop, click properties) the properties window appears offscreen so he can't see what the resolution settings are.

    Any ideas on how to get things back to normal?

  3. Probably don't have to touch the actual screen, just get your finger close enough to where you can tell where you're pointing.

    Not leaning on something would be quite painful after an hour. :)

    WAIT... that might just be crazy enough to work! Your elbow can lean on your lap or desk while you point and click in midair, no need to be near the screen, just point!

  4. And I want to add that Army of Two is not a PC game, that potentially means you can't co-op online, that means everyone has to be in the same building every time you want to play. On top of that, every co-op console game I've ever known about suffers from the same problem that a co-op PC game usually doesn't have: monotonous experiences due to the level design being extremely 1-dimensional (unlike an island like Crysis where you can totally explore). Halo comes to mind.

    Half-Life 2 can be catagorized as a 1-dimensional level design, but the environments varied greatly.

  5. Though it isn't a FPS, you might be interested in the upcoming game Army of Two.

    Just watched gameplay trailers of Army of Two and Ghost Recon. Ghost Recon is not Player vs Environment gameplay. Army of Two didn't seem like a good sandbox environment that Crysis would provide. Personally, I feel that a co-op gameplay needs a good survival horror element similar to Crysis, Half-Life, or STALKER, as well as a general FPS element. This provides many different experiences. With games like Ghost Recon and Army of Two, you're killing the same thing over and over again. The co-op aspect of the game in this case would become boring.

  6. Ghost Recon?

    Never played it, and last time I started a co-op thread it was never mentioned whatsoever. I'll go look it up now though. However, it would be good if you could explain why Ghost Recon is/would be a great co-op game.

    Edit: Another thing I want to mention is the idea of Player VS Environment. That is a common phrase with MMORPGs. Too bad MMORPGs will never have as fun co-op as a FPS since MMORPGs have so many limitations in ACTION-BASED PLAY as opposed to turn-based.

  7. Anyone played single player demo of Crysis? Well, the opening gameplay has you and the other computer characters chatting to further the plotline as you run around the map, just like all the new-age games. Now,bear with me here, this is going to sound like the craziest idea ever... WHAT IF..... ... .. what.... if... the computer characters in crysis were replaced by real people doing a four-way online co-op!!!? :-o OMG SO CRAZY IDEA!!!

    Ok, you get the idea. On a serious note, just think about it. What if a game, like crysis, was centered around co-op? There would be just one computer player, the guy that tells you your mission and drops you off. Then it is up to YOU AND YOUR FRIENDS TO DECIDE HOW TO FREAKEN SOLVE THE PUZZLES, COMPLETE THE MISSIONS!

    Seriously, why hasn't co-op of this nature been explored? Ok, maybe it has, but I am going to tell you that the way crysis was designed, the mission system, the soldier AI, the sizes of the map, the vehicles, the weapons, etc. would allow for such a great sandbox for friends to work together and come up with original ways to complete the mission.

    For example, you look at your map, you say "I'll go here, you go there, we'll meet up here, split up here, destroy this, get a vehicle here and drive there, pick you up, get ammo there, etc." Instead, we have to play with boring computer character and we never get to have any say in when we should split up or stick together. Crysis is really great because it doubles as a survival horror and a general FPS.

    Personally, a game of this nature I think should have an interesting respawn system. Player is dead until you find, recieve, unlock, or call for "backup." (Maybe limited number of calls are allowed per ____ (blank).)

  8. Sorry doods, but I can't put on my competitive hat this competition, or for a while. College is starting to get harder. I originally wanted to submit a full-blown orchestral piece with nice watery sound effects and stuff, but that would be so much work. I'm going to try an electronic music piece because that's really the genre I suck at most and I want to get better.

  9. If only my ******* new midi keyboard would actually work I'd be straight in.

    It's important to learn to compose without a keyboard. The only thing I can think that you would REALLY need a keyboard is when you're trying to create an authentic piano-type midi track. I would never try to do that without a keyboard.

    Just to prove my point, this is 100% mousework: http://www.elanhickler.com/music/Tomorrows%20Hope.mp3

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