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timaeus222

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Everything posted by timaeus222

  1. Pretty much. So far the only guitar sample library I would recommend is Shreddage II, which would require Kontakt 5. You could also post in the Recruit & Collaborate forums for a live guitarist if you want, and it would be cheaper.
  2. The portamento in many DAWs is just glided pitch shifting, but an actual pitch bend on a guitar is distinctly different from a manual pitch bend in that the tone of the guitar changes a little as the pitch rises since there are other strings surrounding it, but in a DAW portamento, it just glides the pitch without changing the tone. It's more obvious what I mean if you try it and bend the note really low. It's almost the same idea with the vibrato; the tone changes a little, and the guitar's other strings react in what's called sympathetic resonance and contribute to altering the resultant tone of the currently played string, occasionally making it sound significantly different than just a DAW LFO vibrato, especially after adding an amp sim with distortion. Also, the DAW LFO would then have to be recorded manually to simulate the human timing, because no human bends a guitar string at a perfectly constant rate of oscillation or even a constant max amplitude of the pitch shift.
  3. Hm... sometimes the bass notes kinda bleed into each other since it's in a polyphonic mode, and the age shows a little in the high end, but otherwise, this is perfect. =) Fantastic development on a seemingly short source. How do you come up with these writeups, Dave? o_O
  4. Just to be clear, I'm not saying it's clipping right now; I'm saying it would be if there was no limiter. At times, the drums make the whole track pump (EX: 2:52), so if the limiter wasn't there, stuff would be over 0 dB. Now, it's not like SoundCloud's waveform viewer is quite accurate, but looking at that, it seems louder than other songs. I don't really know what guitar VST you're using, but it's missing the sampled feel. With the bass being louder than the guitar, it covers up the frequencies that could have been occupied by the guitar chugs, and that also hinders the realism of the guitars. Lastly, the lead guitar seems like it has little diversity in articulations, as I can only hear the sustains (see 3:29); where's the vibrato, hammer-ons, pull-offs, staccato, tremolo, etc.? Now I use this as my electric guitar standard (bass starts at 0:48, drums start at 1:18, guitars start at 2:16). Hope this helps.
  5. This is very loud and overcompressed. The guitar sounds quite fake. Not much I can say other than try taking the limiter off, lowering the volumes of everything until it doesn't clip, raising the volumes until just before it clips, and put the limiter back on.
  6. This sounds great! You should do more of this.
  7. Strange, I just saved it in Windows Notepad and could reopen it with no issues. o.o;
  8. I was going to do that but I didn't think I would have the time. Maybe if we teamed up on it?
  9. I added the uncertainty bit because for a test file, the size was not the same, but the size on disk was the same (though that's what matters IIRC).
  10. Another way to say it is to think of a graph made by tracking a single particle that oscillates up and down, always at the exact same height as the current position of the wave's tracing. i.e. the particle's oscillation correlates with the generation of the wave. The photoshop example is also a good one of WAV file generation. If this doesn't quite click, then try rendering one WAV with normal audio, and one WAV of just silence of the same exact length. It'll be the same exact file size, plus or minus a few bytes.
  11. I actually understood that since I took Computer Science. #nerd In short, the DAW reads everything that you want to render, even if it's muted, and rejects what is muted, making it take longer to render but still give the same final result, as long as the muted stuff doesn't end up lengthening the song/piece.
  12. Ironically, "Free" isn't free? xD Sounds great! My only concern is that the treble is just a little bright with the hi hats.
  13. Not to mention that this was from 2007 with no updates *coughcough*
  14. Yes, it's sparse in the textures. There's not much of a midrange that I can hear, so the remix sounds empty.
  15. Heard the album yesterday, and I have to say, there's not one bad track! Every single one has the polish, even the really old ones!
  16. Does anyone know of a soundpack of just diverse Flexitone samples? I'm writing a song inspired by Dragon Ball, which extensively uses it.
  17. Gosh, Dave, maybe this should have been called Tush Hour
  18. Pretty polished remix. I wish the mixing was a little less flooded at times, but that aside, the arrangement was great too. Nice interspersing of genres. =)
  19. I would have liked the treble to be a bit less abrasive, but otherwise, great, fun, and well-developed arrangement.
  20. I'm waiting for the listening party to hear the whole album, but I really love the art! Literally some of the best art I've ever seen! <3
  21. Try thinking harder for an original title. I never do "Source Tune Name (Artist Name Remix)" these days. Also, check to see how much of the source tune you used. Should generally be over 50% of the track length or so. The remix itself sounds sparse. The majority of it is sound effects, drums, and progressive elements. 2:10 really needs more elements. On something like an iPad, with little bass, you'd be hearing almost silence. Overall, there's not much development going on quickly enough.
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