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Everything posted by timaeus222
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This sounds great! You should do more of this.
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OCRA-0048 - Super Mario 64: Portrait of a Plumber
timaeus222 replied to Nutritious's topic in Album Reviews & Comments
Strange, I just saved it in Windows Notepad and could reopen it with no issues. o.o; -
Melee, but either one is totally fine!
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I was going to do that but I didn't think I would have the time. Maybe if we teamed up on it?
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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.
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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.
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OCR02907 - Super Mario 64 "Through the Flames"
timaeus222 replied to Liontamer's topic in ReMix Reviews & Comments
Not to mention that this was from 2007 with no updates *coughcough* -
wip Creation the State of Art (Remix) - Rez
timaeus222 replied to StateOfCreation's topic in Post Your Game ReMixes!
Yes, it's sparse in the textures. There's not much of a midrange that I can hear, so the remix sounds empty. -
OCRA-0048 - Super Mario 64: Portrait of a Plumber
timaeus222 replied to Nutritious's topic in Album Reviews & Comments
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! -
Need a sample, synth, or effect? LOOK HERE!
timaeus222 replied to zircon's topic in Music Composition & Production
Does anyone know of a soundpack of just diverse Flexitone samples? I'm writing a song inspired by Dragon Ball, which extensively uses it. -
OCR02911 - Super Mario 64 "Hush Hour"
timaeus222 replied to Liontamer's topic in ReMix Reviews & Comments
Gosh, Dave, maybe this should have been called Tush Hour -
OCR02913 - Super Mario 64 "Perilous Pathway"
timaeus222 replied to Liontamer's topic in ReMix Reviews & Comments
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. =) -
OCR02912 - Super Mario 64 "The Third Dimension"
timaeus222 replied to Liontamer's topic in ReMix Reviews & Comments
I would have liked the treble to be a bit less abrasive, but otherwise, great, fun, and well-developed arrangement. -
OCRA-0048 - Super Mario 64: Portrait of a Plumber
timaeus222 replied to Nutritious's topic in Album Reviews & Comments
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 -
wip Creation the State of Art (Remix) - Rez
timaeus222 replied to StateOfCreation's topic in Post Your Game ReMixes!
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. -
OCR02908 - Super Mario 64 "Grab the Blue Coin!"
timaeus222 replied to Liontamer's topic in ReMix Reviews & Comments
Great job! I'm not much of a fan of dance music that uses a structure similar to this, but I think this progressed well and I actually didn't feel the need to skip forward. -
Tips on programming drums?
timaeus222 replied to OmegaMetroid93's topic in Music Composition & Production
It depends a little on what tempo you're in, but if you just focus on the tone quality, generally these types of drums are strong (though I may have missed some): - impacts - slams - other "cinematic" drums - particular, well-compressed kicks and snares (yeah... the compression is the hard part to describe unless you've actually heard its effects. Thwap, snap, click, punch, etc. are all jargon) With regards to reverb, I start off with minimal amounts to just fill the void space on the headphones. Since actual rooms obviously are realistic and not so obviously have natural reverberations, and headphones kinda don't, headphones have built in reverb responses (or at least the ones I've used), and having the minimal amount satisfies that response, hopefully without sounding like it's too much. For a long time, that's all I've been doing, but occasionally I have done more ambient settings, like with vibraslaps, claves, and sleigh bells, so it's not wrong. Sometimes people think that if you have drums, they have to be noticeable or "active enough", but that really depends on the context. For example, I barely did any "active" drums here; it's just a lot of rather diverse layers with very simple sequencing on each layer. So, just think about how active you want the drums, and try writing to reflect that. The production can wait if you want. -
Bon Anniversaire, Chernabogue! (and Zoltan, I forgot!)
timaeus222 replied to Rexy's topic in General Discussion
Happy le birthdays! : D -
Tips on programming drums?
timaeus222 replied to OmegaMetroid93's topic in Music Composition & Production
Sounds a little like freeform jazz or something. Think about what each section/time stamp of the song is meant to sound like, and write the drums to reflect the mood from their rhythm and busy-ness/complexity.