Jump to content

timaeus222

Members
  • Posts

    6,121
  • Joined

  • Last visited

  • Days Won

    47

Everything posted by timaeus222

  1. Aw yeah dude. Really nailed those heavy drums, for sure. I do drum compression with a perfectionist mentality, so that means when I say those drums are pretty damn awesome, they just are. Production overall is way solid, and the arrangement, while just barely over the 50% guideline, is hella sweet. The sound design is sick too.
  2. Hey Flex, if you do another remix sometime where you want some dubstep, hit me up for a collab.
  3. Sounds better to me; I just think the first wub at 1:04 sounds very transparent. If I were to picture this wub, I'd literally see something transparent, but my personal preference leaves me wanting to see a morphing blob of slime, if that makes any sense. I can analogize transparency with the amount of detuning smearing the timbre. If you want, you could give another shot at making the sound seem less detuned, but I'm not necessarily suggesting you to only turn down the detuning. i.e. a different method of synthesis or simply a different starting wavetable or filter will make it sound differently transparent. Maybe try some FM synthesis, or simply slightly lowering the detuning on what you have already and adding a bit of waveshaping/distortion either externally or internally to scale the harmonics.
  4. This is what I agree with. 1) It does kind of make sidechaining a pain. What I do then is I use a "silent" kick. Sidechain using a kick, then don't send it to the master track. That way I can just sequence a kick to line up with the drum loop and it'll be as if the drum loop kick was sidechained with something else. 2) Some drum loops do have unique drumming patterns. For example, if you analyze the drumming I did in this WCRG track at 0:52, you'll see it's NOT standard DnB rhythm. It's a strange rhythm once you listen closely, as it's sort of dwelling on the part right before the second half of the standard rhythm, then it squeezes in that second half without as much of a gap in the kick/snare rhythm. Some drum loops I own from Bladerunners do that, and I wouldn't have thought of this rhythm without hearing those loops. However, I'm fine with using loops in the final track, and in a case-by-case basis, I'd just be okay with it as long as it's integrated well and doesn't stick out too much as an obvious and repetitive loop. In other words, you could use it as part of the track (such as high passing it and using it as a hype-loop™), but if it is the main part of the drum track, it tends to be repetitive as it's more emphasized/exposed. 3) I always edit many components of a synth preset if I do indeed use a preset. Usually the sound ends up vastly different, and if it was modified from an old one I was working on and I like it, I just save another version of it in case I want to go through with adding modulation controls on it later. But yes, usually you have to tweak the reverb/delay, possibly the stereo width/panning LFO depths, and maybe the timbre if you're that selective (like me) to fit into particular tracks. Some sounds have a characteristic timbre because of the FX used (reverb, for example, could be a major component in a particular horror sound/scream), and in those cases I only minimally adjust it, or I tweak my other writing a bit to accommodate it.
  5. Actually, 1:04. 2:08 sounds fine to me. A tad quiet but I like the timbre. I don't think it's all that weak.
  6. The arrangement sticks quite closely to the source. That's the first thing I notice here. I also find the snare rhythm at 0:12 a little bit odd. 0:35 is pretty interesting with the dubstep influence. The kick is clearly nice. The drum loop at 1:00 bothers me like Byproduct had said. I think it's because you're mixing a fast rhythm with a plodding kick+cymbal rhythm and the pacing is conflicting. I agree with Byproduct that the drums before 1:00 seem to fit better in their respective sections. At 1:28, the guitar panned far to the right does seem a little dragged on due to some sort of overboost near 3000Hz or so. That's where people tend to boost for more distortion presence on the guitars, but that's a common pitfall as I had found on some video someone showed me. 3000Hz is not always the answer, and it really takes a lot of trial-and-error to find what guitar sound/EQ/amping fits best to many people. The drum loop doesn't bother me here as much as the guitar does, as this section could have a genre shift and still work just fine, but it couldn't hurt to simply write on another layer of your own drums on top of the loop there to add more of your own flavor to that section. I personally don't mind if someone uses loops, but I consider reasonably good integration of loops to be pretty important. I know the source pretty well, and I could say that I hear close to 90% source. It's not like that percentage by itself makes this too conservative, but the remix is quite similar to the source in pacing, tempo, key, and harmonies. Even though you aren't planning to sub this, those would be my main points of concern, as the production seems passable (the orchestral sequencing is questionable).
  7. The wubs can fit, but they just don't right now, mainly because of how generic/thin they are. See if there's a way you can scale up the lower harmonics a bit. Some sort of waveshaping/distortion could do that in the higher harmonics, but I'm not sure if you can do that for the lower harmonics without a specific feature. That'll make it phatter, like this. It's chill but dubstep.
  8. I thought any amount of 'official' music used counts as copyright infringement? At least, that's what I recall learning in econ in high school.
  9. Yeah, tone down the treble on the bells. The bass at 1:36 is also a bit muddy. Also, the kick and snare could have more punchiness. The kick is a little weak, and the snare is slightly buried.
  10. dBlue Glitch v1.3. Precursor to v2.0.2, but free. It doesn't even have to be for just drums. Tapestop, FM resynthesis, Retrigger, Shuffle, Reverse, Bitcrush, Gate, Delay, and Stretch. At first it may seem pretty recognizable when people use it, but you can easily personalize how it sounds with the knobs and parameters. http://illformed.org/downloads/illformed_old_vst_plugins.zip The other three are older than that, and Glitch v1.3 already has them implemented.
  11. I use drum loops for DnB stuff. I do process them in certain ways, but they're still loops. Basically I have them, plus some sort of effect, then I layer on selected drum samples timing-wise if I want to, and glitch it up sometimes. It's not necessarily a shortcut either, 'cause you may just not have those drum tones. It's not cheating. It's using your resources. It's not a bad thing to use synth presets either if you just happen to like those sounds. However, if you want to be more original and sound distinct from others, you might as well start making your own, and someday you'll figure out a good palette of sounds.
  12. That's hilarious. NutS and Brandon were both in WCRG, Chimp and I collab all tha doo da day, and Chernabogue and DusK were both on Gunstar Heroes.
  13. Sounded great til dat ending. Still some great sound selection though.
  14. I agree. Gotta get that fixed. Also, the kick and bass are really muddy. I can barely hear the kick and the bass is quite boomy. The snare is a little buried too.
  15. Happy Birthday man! Keep judging with the best of them!
  16. When do you want everything finished? Early December?
  17. I'm not a mod, but oh well. Quick observations: - Free samples used, nothing inherently wrong with that. - Sequencing on these samples coupled with little to no automation of volumes for swells nor creative layering of articulations to compensate for fake samples yields an overall "soundfont-like" orchestral rendition. - The mixing in the context of these samples is OK but not great, and I was a bit disappointed in how the piano at 2:01 was so narrow and buried, which heavily cluttered that section when the violins and trumpets were playing countermelodies. This isn't the only cluttered section; listen carefully to see if you can hear where some instruments are too loud. - 3:22 is harmonically strange, and it doesn't sound right at this current state of mixing. It may sound better when the balancing is adjusted to sound cleaner or when some wrong notes are looked into. You can actually have good augmented/diminished dissonance, but that's quite hard. Setting aside an hour and a half to watch may help you. zircon's using Roland SC-88 samples.- The sequencing is mechanical as you well know from other people saying it. This should be fixed by meaningful velocity tweaking while you fix the overall realism with automation and layering of articulations.
  18. Almost every mix on OCR can be classified under multiple or obscure genres. It'd take weeks to categorize them all, provided the staff actually has more than 2 hours to themselves per day.
  19. Kanthos covered a lot of good info here. He has some good points. Also, there's some odd clicking going on throughout. It's really quiet, but it's there, so see if you can figure out why.
×
×
  • Create New...