Jump to content

timaeus222

Members
  • Posts

    6,121
  • Joined

  • Last visited

  • Days Won

    47

Everything posted by timaeus222

  1. It's great you finally got it, 'cause I got it too (with over 1000 presets, so we'll never run out lol).
  2. - Yes - Maybe - Yes, but I personally just use the basic template to the extent of your drum kit example. - If you mix well enough, barely any mastering is necessary.
  3. If it's just a hobby then that's fine, but it won't get you anywhere other than relating with other gamers. Even then, once you get to a more involved and busy life, being able to play games may just help you relate to young kids to appear 'cool', but other than that... Not much benefit, really, IMO. If it's drawing too much attention away from other important things like work, your future kids (maybe), your future spouse, etc., then obviously that's a problem and the time spent on video games should be toned down some. It's really case-by-case.
  4. It's FM synthesis. An oscillator is fed into itself to modulate its own frequency with its amplitude. Increase that frequency, then add some waveshaping/distortion, a little detuning, and use multiple voices.
  5. These days I just think playing video games is not actually a waste of time, but only if you've already accomplished your to-do list for that day or week. If it's causing you to procrastinate, just stop and do what you're supposed to be doing at that point in time.
  6. Thank you for being so awesome, you guys! <3
  7. AWESOME, so this B-day mixpost worked out <3 Thank you so much guys for being super supportive and an awesome community! Sidenote: Shreddage II was released after I finished making this, so I wasn't using Shreddage II for the lead here.
  8. Emphasizing some of what I would suggest and editing in what I would add. i.e. my lazy way of posting. Other stuff: Use different Hi Hat samples for each hit to make it sound like round robin, but it doesn't have to be a consistent order. For example, you don't have to go Hi Hat 1, 2, 3, 1, 2, 3, you can do Kick, 1, 2, 1, Snare, 1, 2, 3, 2, Kick+HH4, Snare, HH4, assuming 4 is an open HH, and 1, 2, and 3 are slightly different closed HH. Make the part realistic in terms of which sample usage order would be used to imitate a real drummer. Example
  9. The kick drum too, but I figured doing it on the snare could help you apply that idea to the kick. Currently the kick is a bit quiet. Everything else sounds awesome, though.
  10. The drums sound like they have potential, but aren't there yet. Hearing this might help you on the drum compression.
  11. The first thing I notice is that the intro bell is extremely resonant (which is a bad thing). I can't tell where exactly, but it may be near 16000Hz that you need to do a notch or band stop filter. This sounds like it's supposed to be some sort of dubstep, but the drums are not doing the job very well, no offense. The wobbles are washed in reverb from either themselves or the snare. The kick sequencing is an issue for another time, but the tone of it is allowing it to be buried when anything else loud comes in, like the exposed, dry lead at 0:30 and any bass at all. The snare has TONS of reverb, so that long reverb tail is muddying up the mix. The snare may also have had its dry signal turned down, which is not practical in this context, objectively speaking. The snare can't be that far away because Dubstep of this type should be very in-your-face, but not overwhelmingly loud. General and reasonably accessible issues: drum programming, drum compression, sidechaining, reverb wet/dry mix, and instrument volumes/EQ. These should be improved to make this remix more listenable. Other, future issues/inevitably encountered details: sound design, texture (fullness/emptiness, or sound combinations), drum sequencing, bass mixing, and arrangement creativity (Pt1, Pt2, Pt3, Pt4). I don't mean to discourage you from this though. Obviously you're new here, so it's just the beginning of the learning process for ya. Good luck.
  12. *looks at the possible articulations from the NI website* Hm, no staccato listed. Oh well, maybe another method is possible. You could try imagining how a real bass player could play the notes, get in the groove, and note when the articulations may change. Shortening the notes in general should do something for you, but if the notes are all sustains, it could just sound like slow tremolo picking if the programmer didn't put automatic note-stops or adjustable note-stops at the release of a note. You may be able to take advantage of "tighter release samples" here, but that would have to be combined with sequencing shorter notes like you said for any staccato notes. Under the circumstance of mixing in a guitar, the picking is less clear when the mixing isn't touched yet, it appears more "washy", and that's why I suggested tighter sequencing. Tighter sequencing simply means staccato on fast notes and sustains on longer notes, i.e. realistic sequencing. Since staccato is just a sustain with a manual note-stop, you can look into assigning a keyswitch to use those particular release samples.
  13. Hm, that sounds reasonable. Yeah, okay. I'll join and pick my themes soon.

  14. Maaaaaybe it'll work out. When could it start (estimate)? College 'n stuff. You understand.

  15. IMO, it tends to be harder to find a balance if you have too much of something and you bring it down, versus having too little and raising it up. I don't know what your EQ looks like, but I could hear too much bass frequencies (but its overall volume issue sounds like it could fix itself after the EQ adjustment), and I'd estimate cutting around 2~4dB. Since you use FL, hopefully that makes it easier to find the trouble spot, (I may find time to just find that spot later tonight, who knows). Generally speaking it should be a very bright EQ reading if you imagine an exaggerated overboost, and it's much wider than a resonance. In retrospect, the bass may just be "slightly" too much while the sequencing isn't tight enough, and touching that up might help with the low bass frequencies and add a little low mids and mids from the pluck. What bass is that?
  16. I actually like a lot of these. I just wish the second to last one wasn't so blurry on the bottom half at that size. Personally I feel that one would have looked much better at about half its dimensions, or with the bottom half less blurry. The C4D brushes making up that tree was pretty cool though and IMO is the best part of all of these.
  17. Yeah, why are the drums so hard-panned? I'm assuming you just want advice on mixing the guitars in general. Well, right now the bass is way too loud, and there's lots of low end mud near 300Hz. For your context, the guitars don't have to be that heavy I guess, but they should still be present. There's a pretty awesome synth/rock remix . The mixing could be a bit better there now that I look back at it, but it's good enough for what you're doing IMO.
×
×
  • Create New...