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timaeus222   Members

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Everything posted by timaeus222

  1. The chiptune stuff seems to be off-key from the other instruments, and is pretty erratically played. The recordings seem to be lacking bass. Is your room full of carpet or something? I also don't really hear the bass you're talking about. I only hear the bass' plucking.
  2. Well, I'm using Shreddage with Guitar Rig, but I do have Amplitube. I just used Guitar Rig for this since it takes up half the memory that Amplitube takes up (100 instead of 200MB). I can't really find a way to replicate what you suggested though, with Amplitube. I can't change the routing. This is with Amplitube on Shreddage: https://soundcloud.com/timaeus222/some-cinematic-metal-stuff
  3. Shreddage automatically strums round-robin. What is with the bandpassed japanese vocals? Sounds like some sort of acapella rip... done badly. Or a radio edit.
  4. I've already done it with my friend's game, and the programmer was able to work with OGG just fine. In fact, OGG was requested because it's way smaller than WAV but acts pretty much the same in terms of silence padding.
  5. ...Yeah. Weird hard panning doesn't work. Please fix. Why would the drums be panned so widely? Muddy bubble FX afterwards. 'n stuff.
  6. Yeah, I don't think the drums fit the mood at all. It's like you're trying to match hip hop drums with chill/downtempo. The 808 stuff isn't actually working. Aside from that, repetitive, but decent soundscape going on. Sync lead feels awkward panned left rather than center. I didn't hear anything significant panned right while the sync lead played.
  7. Sounds like it could be funky, but as it is, it's repetitive. Hope to see cool variations coming on later.
  8. Sorry, generic percussion, machine-gun kick, plain sounds, etc. PWM saw lead was okay though. Song sounds loop-like. Good random effort on the arrangement, but I think you should be able to create something better in that 6-7 hours. Keep practicing.
  9. Technically, the sounds are pretty plain even with the modulation, but hey, it's practice. Last few things: - kick is pretty boomy without much punch. I just made this recently, and I happened to find an awesome kick to use after 0:09 (if you try not to think about the insane guitar ;D). Yours doesn't need to be that kind of timbre, but it does need to be louder and more powerful. It should be heard pretty much all the time. - At parts like 1:50 with a lot of layers, see if you can hear every layer by focusing your ear on an individual instrument. If you can't hear a layer very well, then some other layer is too loud, or that layer is too quiet. - You could greatly benefit from a mindset where you can't stand repetition; then you'll want to vary things up more often, even if just by a little.
  10. I can't find Chronicles of Evolution by PeerGynt Lobogris. Maybe it was never actually on OCR? ;( Good thing I found it lying around on YouTube.
  11. Neither Reaper nor any DAW actually "forces" you to a specific velocity on every note. I'm almost certain the first note you put in happened to be at nearly max velocity, because DAWs tend to remember the final velocity for the previous note you put in and apply that to every note thereafter. Or, maybe Reaper... sets a default velocity for every note? That'd be weird. Maybe if you buy a MIDI keyboard and practice playing it, it'll help give you a better sense of velocity-gauging. My playing piano for 8 years has helped with that a lot.
  12. Nice, I like it. You've got a knack for a unique and likable atmosphere.
  13. You should totally finish Forest Frolic! :D

  14. 0:34 & 0:46 - the piano note is a bit late. 1:19 - sounds like you rushed and then slowed down. 1:28 makes it seem like you were falling a bit behind reading sheet music. 2:33 - 2:55 seems a little off on the piano. 3:06 - the piano could be more impactful with a left hand part and a little automation to dip down the lows on the strings there. 3:38 - the piano is a bit late here too. 3:50 - the piano chromatics here are pretty buried.
  15. Change the scripting in MegaMan Battle Network 1, 2, 3, and 4, 5, and 6 so you don't just stop at the final boss and be forced to fight the final boss over and over and over again even after you've beaten it once. The crisis music tends to get pretty bad (like in 6).
  16. Yeah, there you go, the sync lead is sounding really good now. Some small balance issues: - The snare is a bit quiet overall. Most noticeable at 1:43. It could just be because the lead there is too loud. - The saw lead at 0:42 is slightly too quiet. - The white noise sweep at 2:03 is a bit quiet, and could stand for a small amount of resonance (boost at the fundamental) to be heard a bit more. - The lead at 1:50 is slightly too loud. Reduce the volume by about 0.2-0.6dB, since it's blocking out the 3o3 arp a little. Where the sync lead is in its modulation cycle should be its Phase. And then if you had some harmonies in certain spots, it could make the arrangement even more interesting.
  17. Just tried it, and it sure felt like it did something. I can hear the difference, but I'm glad I can't overdo the fatness without hurting my ears, lol.
  18. It shouldn't. A compressor right from the beginning, sure, it'll be confusing. A limiter isn't quite the same as a compressor as it only acts as soon as a track hits the limiter threshold. A limiter CAN act like a compressor, but not by default.
  19. It's the lead that's too quiet.
  20. The sync lead is improved, but it's not quite there yet, personally. See if you can imagine a natural phrasing of the sync lead, and carry out what you're thinking.
  21. Minor nitpicks: 0:16 could be better legato. 0:20 and 0:53 sound just a bit washed in reverb. 0:40 and 0:51 sound too detached. 1:18 - drums are a bit buried and kinda surrounding the listener a bit. 1:46 sounds like a repeat of 0:16 with some harmony. 2:04 sounds like it should be a climax, but it wasn't effectively built up to nor did it build up quite effectively later on either. The remix overall sounds pretty static. There isn't much of a "show-off" section or two so it's pretty straightforward and simple to me.
  22. Actually, good video game loops don't use Wrap Remainder right away. Do Cut Remainder, and then Wrap Remainder for another copy. Run the Cut Remainder OGG, then the Wrap Remainder OGG for remaining loops.
  23. Yes, MP3s create a small bit of padding, so render as OGG from the very beginning for space-conservation and WAV-like behavior.
  24. Yep, automations in FL are separate clips, so just move them around to line up with the new placements if you need to.
  25. You can use noteflight.com to write sheet music, and you can export it as MIDI, all for free OMGOMGOMG.
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