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Everything posted by timaeus222
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Agreed. The wub is very annoying and repetitive, in the nicest way possible. It would have been nice to mix in that theme you hear before you face Agatha. Pretty much the entire remix is covered in 1 minute, and copied and pasted 7 more times. Needs much more variation.
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wip Grape Garden (Acoustic Guitar) - Kirby's Adventure
timaeus222 replied to Ando's topic in Post Your Game ReMixes!
Of course. I probably should have mentioned that my suggestions were during the extreme cases of THIS IS TOO THICK MUST Y00Z COMPRESSIONZ TO FIT. No worries; personally, I don't actually do that all that often either. -
wip Grape Garden (Acoustic Guitar) - Kirby's Adventure
timaeus222 replied to Ando's topic in Post Your Game ReMixes!
lol, notice I said "light" compression. By light I do mean very light, to not ruin the timbre. Essentially, I'm thinking of something similar to hard limiting (in case it creates any confusion, hard limiting, at least on Adobe Audition, is cutting off the excess amplitude). The DI suggestion was just a "try it once and see how it goes" type of thing. I don't have a DI cable, so it's just speculation on the safe side based on what other people (Dj Mystix, zircon, etc.) have gotten with DI recordings, at least, on electric guitar. It seemed intuitive to me. -
Should my Mixes be Mono Friendly?
timaeus222 replied to PROTO·DOME's topic in Music Composition & Production
I think you guys are confusing listening on one speaker with listening as mono. It seems like you're thinking of listening to only left or only right speakers, when PD was thinking of merged mono. I just listened to two of my mixes on merged mono, btw, and they actually still sound pretty good. Sweetness. -
wip Tetris Attack Water stage remix
timaeus222 replied to Dumbluck07's topic in Post Your Game ReMixes!
Well, it's missing a whole lot of things. Clarity, cleanliness, proper compression, etc. Your drums are probably way too loud on a hard knee limiter. -
OCR02617 - Pilotwings "The Evolution of Flight"
timaeus222 replied to djpretzel's topic in ReMix Reviews & Comments
Do i hear a lafta yoga mod? =ooo -
wip Grape Garden (Acoustic Guitar) - Kirby's Adventure
timaeus222 replied to Ando's topic in Post Your Game ReMixes!
You can always do some light compression on the rhythm guitar if you feel like the dynamic range of it is too large (+/- 10dB is a little much). Yes, it is a tiny bit too loud. Too short, needs more expansion. Might be too conservative. Needs more ambience since it sounds dry. Sounds like straight room recording. If you can do DI recording, that could benefit you, or not. -
finished Rooftop Run/Reach For the Stars/Endless Possibility Remix
timaeus222 replied to Pl511's topic in Post Your Game ReMixes!
Drums are alright, but you gotta layer some more punchiness into that kick and snare. I'm barely hearing them. Toms are rather spatially narrow. First impression on the piano and it's actually getting a little buried a bit by the hi hats. Strings are a little bit slow on the attack and need more variation on the articulations to match the played notes. The hi hats seem to be playing too often and are too loud. Arrangement is a bit simple. Otherwise, it sounds good. -
Try not to use instruments that you don't have sufficient samples for, or try not to expose instruments that you don't have great articulation possibilities for. At this point, it's best to perfect it with what you can work with best.
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+1 ---------------- I compressed the drums with, believe it or not, Fruity Compressor (only because ACO doesn't share the same compressor as I have, and I use The Glue). The Master has a Fruity Limiter with soft knee characteristics (relatively short release, "Curve" numbers are 8 instead of 3) since I knew ACO obviously had Fruity Limiter. I figured it would help him use that more creatively to get around overcompression if he had to or wanted to. I did the sound design in Zebra2, and automations were added to automate filters inside Zebra, automate EQ bands in Param EQ 2, or automate the wet mix in Fruity Reeverb. Zebra patches: - "Inner/Outer Temple" pads (Howard Scarr) - Hoodoo people emulation lead (modded from zircon's patch) - slap bass - "bamboo" flute (just a normal flute with some white noise for a blow effect) - digital FM-like bass (cause for "strumming" sound in the second half of the song) - sync bass (outtro), meant to emulate "Hyper resonant" patch from Sytrus - PWM saw lead (during lead harmonies) - resonant filter with an LFO on the cutoff and an envelope on the LFO rate (leads into breakdown) - resonant sweeper bass (during breakdown, automated filter) - "Percolator" and "Beat the Bug" (filler FX patches during breakdown, the second from a free patch bank from u-he website) Piano was me too, and ACO polished some of the harmonies. And some typical reverb/delay stuff, though I usually use other reverb tools. =)
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Hey, it's us again! =D This time, with some Plants vs. Zombies love. We want your opinions and critiques on this one, even if you're not a mod. 'The Zombies Are Coming' - Box 'The Zombies Are Coming' - Soundcloud Mod Review schtuff: Sources: Watery Graves, Loonboon, Rigor Mormist (all IN-GAME versions) http://laurashigihara.bandcamp.com/album/plants-vs-zombies-soundtrack 0:00 - 0:04.5 = Original 0:04.5 - 0:09 = Watery Graves (0:00 - 0:02.5) 0:09 - 0:25 = Watery Graves (0:00 - 0:18.5) 0:25 - 0:38.5 = Loonboon (0:00 - 0:05.5) 0:38.5 - 0:45 = Watery Graves (1:03.5 - 1:05.5) 0:45 - 1:03 = Loonboon (0:12 - 0:25) 1:03 - 1:21.5 = Watery Graves (0:18.5 - 0:27.5 [The backup instrument]) 1:21.5 - 1:39.5 = Watery Graves (0:27.5 - 1:03.5) 1:39.5 - 1:53 [such a fun solo] = Loonboon (0:49 - 1:11.5) 1:53 - 1:57.7 = Loonboon (0:23.75 - 0:25.25) 1:57.7 - 2:15.25 [Havin' too much fun here] = Watery Graves (0:00 - 0:18.5) 2:15.25 - 2:33.93 = Watery Graves (1:03.5 - 1:21) 2:33.93 - 2:52 = Watery Graves (0:27.5 - 1:03.5) 2:52 - 3:10.2 [glitchy goodness] = Watery Graves (1:23.3 - 1:41.3) 3:10.20 - 3:28.25 = Loonboon (1:22.2 - 1:46.5) 3:28.25 - 3:37.88 = Watery Graves (0:00 - 0:18.5) 3:37.88 - 3:41.82 = Rigor Mormist (0:02.7 - 0:06.6) 3:41.82 - 3:46.38 = Watery Graves (0:00 - 0:02.5) 3:46.38 - 3:50.90 = Watery Graves (0:00 - 0:02.5) and Rigor Mormist (0:02.7 - 0:06.6) 3:50.9 - 3:55.7 = Watery Graves (0:00 - 0:18.5) 3:55.7 - 3:59.9 = Rigor Mormist (0:02.7 - 0:06.6) 3:59.9 - End = Watery Graves (0:00 - 0:18.5) = almost 100% source, but you know, in case you want to double check.
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So what you're saying is, you aren't comfortable with shifting from a semi-repetitive genre to a mix of organic and EDM? Then you just need the practice. Get in the habit of changing things up in a song very often.
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finished Legacy of the Wizard - Lyll's Soundroom
timaeus222 replied to electric concerto's topic in Post Your Game ReMixes!
Maybe like something from my newest shared remix at 1:12? -
finished Legacy of the Wizard - Lyll's Soundroom
timaeus222 replied to electric concerto's topic in Post Your Game ReMixes!
The levels still aren't quite there during the dubsteppy parts. The wubs are still too loud compared to the lead. At about 1:30, the lead is way too shrill. It's like you detuned an FM lead (which would sound really bad). Try just a simple square lead with vibrato and go from there. I also don't hear all that much source. It could be less than the reasonable 50% at the moment. As a whole, you have very generic sounds, except in the exact middle of the song. Maybe practice some other sound design? -
finished Legacy of the Wizard - Lyll's Soundroom
timaeus222 replied to electric concerto's topic in Post Your Game ReMixes!
First, some timbre stuff. The wubs are okay, but they're too resonant, or you're modulating them between weird cutoff frequencies that emphasize the resonance. They're also the same the whole time, maybe even the same patch modulated a lot with automation. Change the patch or make the pattern more interesting. Production: The supersaw is alright for this, but the bass that comes in at 0:07 is sounding like it's clashing with it. The snare is too soft. Needs low end punch and a boost in the volume. The kick is either too soft, too bassy, or both. Layer some more, give it some low end snap. When you've got the wubs going on, they're much too loud. I can barely hear the lead. Arrangement: Unclear. I can't hear the leads, and the wubs are repetitive, so there's no real structure yet. -
OCR02613 - Mega Man 5 & 9 "Derailed at Wily Temple"
timaeus222 replied to djpretzel's topic in ReMix Reviews & Comments
High energy. Glitching was a tad erratic, but OK. The snare drum happens to be a pretty common 909 snare, but it works fine. Pretty good second sub! -
Hey again! I just decided to post this here. http://soundcloud.com/timaeus222/dk64-kroolandklumsypunishment-finalboss Didn't make it to a potential OCR album because of the apparently liberal arrangement (which I knew about beforehand and was just hopeful that it wasn't), but no worries, I'll still release it as a regular ol' remix! Designed most of the sounds here, as usual. Fav sounds are that bass and the synth lead following the organ.
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There's nothing in your style that's hindering this. You probably just don't have all the instruments you want in your arsenal. Whenever you want something, you probably don't have it yet. KVRAudio it up.
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wip Life Force (Salamander) - Thunderbolt D'n'B
timaeus222 replied to Nutritious's topic in Post Your Game ReMixes!
Sounds like a fun song. Yeah, the snare is a bit loud. It's also a little mid heavy, but oh well, it's a sketch! -
wip Dune II: Battle for Arrakis - Turbulence (Mykah Electro Remix)
timaeus222 replied to Mykah's topic in Post Your Game ReMixes!
Hehe, now that I've got the time to check this out on my normal computer: The triangle wave panned left in the intro sounds a bit static and it's actually kind of strange playing in polyphonic mode. The FM bass is also a bit loud compared to the triangle wave, assuming that's supposed to be leading over the bass. The timbre of the bass is great though. In fact, way better than the lead's. 1:42 would be really cool with some temporarily induced delay and reverb with automation. ;D 2:10 could be a good moment to change the drum rhythm to, say, hip-hop-like. 2:27 sounds like a buildup. Maybe you could add in a silent kick to sidechain-pump the bass as a buildup scheme, while automating the bass's volume up from a lower volume. Okay, that's what I got for ya! -
wip Dune II: Battle for Arrakis - Turbulence (Mykah Electro Remix)
timaeus222 replied to Mykah's topic in Post Your Game ReMixes!
Oh yeah, FM is most definitely difficult to understand... well, if you look at it from a technical standpoint. I think of it as just speeding up a wave until it starts creating a buzzy sound, and then that gets filtered and modulated further with some subtractive synthesis. Sub bass? Wat is dis sub bass dat u speek of? I just boost bass frequencies to get enough sub bass frequencies. Yeah, definitely. I try not to start too many. Two of them are almost done (1 collab, 1 solo), 1 is a little less done than almost done (collab), 1 is just started (solo), and 1 has yet to be contributed to (collab). EDIT... Darn it DDRKirby. Now you've got me inspired to start a 6th one, this time on something specifically Mario. EDIT2: Oh right. I had another one I meant to go back and fix before submitting to OCR. So I guess that's 6 or 7. xD