-
Posts
6,121 -
Joined
-
Last visited
-
Days Won
47
Content Type
Articles
Profiles
Forums
Events
Everything posted by timaeus222
-
Generally, it's good to have headphones too since they pick up some things you don't hear on speakers. To clarify, I think you had single notes in a synth in an arpeggiator mode where the synth plays specific notes that change in accordance with pitch shifts. For example: --- Note # --- Pitch Shift --- 1 --- 0 --- 2 --- 0 --- 3 --- 1 --- 4 --- 5 --- 5 --- 2 --- 6 --- -7 --- 7 --- 8 --- 8 --- -5 --- 9 --- 2 --- 10 --- 3 --- 11 --- 12 --- 12 --- -12 --- 13 --- -10 --- 14 --- 6 --- 15 --- -2 --- 16 --- 7 If you played the note A4, then the following notes would be cycled through: A4, A4, A#4, D5, B4, D4, F5, E4, B4, C5, A5, A3, B3, D#5, G4, E5. Those notes would be different for each note you play, and sometimes the notes won't line up with a good harmony note. That's what I'm hearing with that dissonance I mentioned.
-
RECRUITING! - Donkey Kong 64 Album project
timaeus222 replied to SoSiouxMe's topic in Recruit & Collaborate!
Well of course. But if it's mixed well enough, it would have just sounded "ear-blasting". ;D -
That is awesome, I love Alex's Jazz Jackrabbit soundtrack.
-
I wouldn't agree with adding sub bass, specifically. I would say add a bass in general. If it's going to be ambient, there should be a bass somewhere in there. Something FM could be cool. Occasional miscellaneous effects would be interesting too.
-
I think the clap is a bit weak. It's lacking the high end that I would prefer on a mix like this. Try for a semi-short high end "kp". The bouncy arp is kinda cool. I have a feeling it's from an arpeggiator voice mode in a synth, so that's why it's dissonant sometimes. You should try to fix that with either the UI or some creative sequencing. There's not much going for you in terms of excitement. It's quite a bare remix, but the sounds aren't bad. You just need more layers in the song, at this particular moment.
-
A lot of the bass and drumwork was influenced by zircon's 'Daft Drafts', so all of that was purposeful. The sine lead was leading into the upfront saw lead, so it was a little quiet for a bit. Glad you didn't notice something super-specific that I notice every time (which no one else notices) and can't figure out why it happens. I hear you on that remark about claps being cheesy. Sometimes they are, I get it, but in the case of this snare layering, it shouldn't be all that bad. Definitely the style I was going for here. The later unlayered claps are all chimpazilla. Eh, I still liked them being there. ;D At 0:52, the lead ends early to show off the ambience and delay. Thanks! Yeah, that Castlevania remix was one of my first remixes, but since then I've been designing my own sounds, and in Zebra in particular; all but about 3 or 4 patches in this remix were made just for this or taken from my Zebra soundbank. @Chris: Batman apparently means thwap. I never heard it either before like 2 days ago.
-
OCR02586 - Mega Man 1 & 9 "Pull the Plug"
timaeus222 replied to djpretzel's topic in ReMix Reviews & Comments
I had this before it was an OCReMix. xD Great stuff. Loved that soft moog lead at the end a lot. -
finished Mega Man 3 - Top Man ReMix (PsyNES)
timaeus222 replied to Jarski's topic in Post Your Game ReMixes!
1:38 = Time signature change. It's not the best ending, but it works well enough. Good job. -
Linux Multimedia Studio: A reasonable remixing tool?
timaeus222 replied to Arguas's topic in Music Composition & Production
Work with the DAW that best suits your workflow. Just use what you know how to use best. If it ends up not doing what you want, you can always ask someone to contribute some cool WAV files. -
finished Final Fantasy 7 Jenova Remix "Cetra Calamity"
timaeus222 replied to Schematist's topic in Post Your Game ReMixes!
No problem. Also, before you possibly go off wondering what a resonant sweep is, here is an example: http://www.zirconstudios.com/music/demos/Z-Squared.mp3 @ 0:55 (If you have no idea how that's made, I have no issue making a WAV file for you to use, just PM and ask) -
finished Sonic The Hedgehog: Technical Difficulties
timaeus222 replied to MannieFresh555's topic in Post Your Game ReMixes!
Hopefully by "once I downloaded FL Studio 10", you mean you purchased FL Studio 10, because you'd have to go back into it, not recompose it completely; that's not going to work out well. Some sounds are nice, lots are generic. The first synth is very dry, but the sound itself is sufficient. i.e. The ambience is lacking. I hear some slight ping pong delay, but it doesn't sound like it's in a room, so the wet mix is a bit low on your reverb. Just don't overdo it. It's been said so many times, but use your ears. It's possible to overdo reverb and make things blend together too well. If that happens, your song will sound distant, and no instrument will be obviously "close to you" 3D-wise and leading. At 0:12, the low-passed almost-supersaw synth is one thing that's causing muddiness. Either you low-passed it because you were on bad headphones with excessive treble, or the sound itself was lacking treble in its internal EQ, so consider both. It's likely that this synth's EQ is clashing a lot with your first synth as well as the saw leads that come later. At 0:38, when the kick's clarity starts being important, it's not clear in the bass frequencies. Knowing how the people who like to use these hip-hop style of samples (Roland-TR808, 909) love that sub bass (no offense), it'll do you loads of good to sidechain the kick to any actual bass instrument you might have going, or you'll have an overload in sub bass frequencies, really. That would clutter your mix and either cause overcompression under a hard-knee limiter like Fruity Limiter or clog up space and obscure other instruments under a soft-knee limiter like TLs-Pocket Limiter. Something else you could do is to cut out the most unnecessary bass frequencies (below 35 Hz) using Parametric EQ 2, or maybe use a compressor like endorphin to cut out bass frequencies in general to tighten the sustain on the kicks and leave room for instruments playing near the current time in the song. Instruments overcrowd each other around 0:48 and create overcompression, so it's likely you're using Fruity Limiter. Try mixing without a limiter first, and then putting it on when you're ready. Make sure your drums are the loudest instrument in your remix, and everything else does not hit the limiter significantly hard. That way, your drums will be heard. Seeing as how they carry the rhythm and excitement, it's essential they're clearly heard all the time. Since that is expected, it'd be in your best interest to practice layering drum samples in FL Studio using the "Layer" tool. Try watching this for help on this. I'm sure you could apply that to your 808 and 909 samples. Also, apply a good quality compressor to your drums so that they will sound powerful, but not hit the limiter. Since a compressor acts almost like a limiter, it would not only give your drums a powerful punch if done right, but also stop the limiter from pushing the drums down.Another reason for overcrowding is the instrument choice. Think about what you can "afford" to replace, and replace them with something better! Don't, for example, choose a saw wave for a lead, a bass, AND backup. It'll sound terrible, and it won't work. The same applies to more varied instrument sets. For example, a supersaw as a lead can work, but when combined with a PWM bass like this as well as some acid arpeggios (3o3's come to mind) and un-sidechained hip-hop kicks, things will sound extremely muddled, messy, and incomprehensible. Choose instruments wisely. Pick ones that can logically occupy their own spot in the frequency spectrum without significant EQ cuts or boosts, and mixing will be a lot easier. If you don't have any good instruments that you know of, well then find some. There are lots of free things out there that you can get and they could sound great if you process them well enough. If you like music enough, you could save up money to buy something great that you would definitely use and like. Most commercial products have audio demos and/or video demos, so remember to check. The arrangement itself is alright. Put bluntly, I was able to skip through over 3/4 of the mix and not miss anything interesting. It might do you some good to cut out repeated sections and shorten the mix. I'd recommend shortening it somehow until it's about 3-4 minutes, at least for this arrangement. I'd recommend replacing instruments first, and then deciding what part of the arrangement you want to keep, and then working on the production. -
More high quality instruments, and you'll improve this loads. Piano is quiet, distant, and a bit dry. Some harmonies didn't work, like 1:57, 2:04, etc. Hopefully that's live-ish, and hopefully as MIDI.
-
finished Jazz Jackrabbit - Tubelectric
timaeus222 replied to lazerblade's topic in Post Your Game ReMixes!
Production sounds good as it is now, good job! -
finished Mega Man 3 - Top Man ReMix (PsyNES)
timaeus222 replied to Jarski's topic in Post Your Game ReMixes!
I think the Broken CD retrigger effect is way overused in this song. Take some out (especially leading into the small breakdown), and change some others to new effects. I counted over 8 uses of the same Broken CD retrigger effect in, like, 30 seconds. The ending needs work. Otherwise the arrangement is pretty solid. Production-wise, kick can have more thump and click, everything else is fine as-is. -
finished Remaster attempted - listenable?
timaeus222 replied to Modus's topic in Post Your Original Music!
The arrangement is bad, the EQ is good, the melody is great, like at 0:22. -
finished Final Fantasy 7 Jenova Remix "Cetra Calamity"
timaeus222 replied to Schematist's topic in Post Your Game ReMixes!
I love the atmosphere! It reminds me of some cyber-punk stuff by zircon's recent album, Identity Sequence. The resonant LFO panning sweeps are cool. Arrangement/Production stuffz: The EP in the intro needs some ping pong delay and slight reverb. The mix does sound dissonant starting from 0:47. Everything before that is fantastic, don't change that part of the arrangement. So work on the harmonies after 0:47. Nice occasional glitch effects on the drums. dBlue Glitch? If so, I think you'd love iZotope Stutter Edit (although it's $200). Liking the lead at 1:40, but add vibrato to it, and a little bit more treble (maybe about a 2 dB boost on the EQ at about 10000Hz. Like Melbu Frahma said, 2:33-2:36 is kinda sudden without a transition (though I noticed it before reading his post). How about dBlue Glitch's retrigger, plus a cymbal at 2:35 (or a resonant sweep of some kind)? Afterwards it kind of repeats stuff we've heard before and fades out. Make the stuff after 2:35 a little more dramatically different, and make a better ending. Great job so far! -
The leads were like that because I purposefully wanted to draw attention to the leads; they are, after all, leads. They might be a tad loud, but definitely not excessively. No idea what 'batman' means. I thought about the shakers when editing them and that's why I ended up lowering their mix balance after they were first put in; one of the things I never did mention. The bass bell glissando couldn't really benefit from external EQ because it's sweeping the spectrum. Probably the only thing that could be done is reduce the internal mids a bit. Not sure what else you could mean. I did add some room reverb, it's certainly enough without making the drums distant.
-
wip Options - Diddy Kong Racing ( Electro House Remix)
timaeus222 replied to SonicThHedgog's topic in Post Your Game ReMixes!
The beginning leadin wind-like sound is a bit bass heavy. The bells are somewhat bleeding into each other without much of a tonal clarity---I can't really tell what notes they're playing. The kick is extremely weak. It's all click and no thwap. Spend some more time layering kicks here, and it could sound a whole lot better. The snare is also weak. Not really any low-end punchiness, and, although not necessary, not even any high end sizzle; just some mid-heavy 808-909-type timbre. It's also sounding rather distant and quiet. Whatever's going on with the compression on the mastering, it's mutilating the kick and snare. Bass timbre is fine, maybe a bit loud. Piano is good, maybe a bit dry. Missing some slight delay, possibly some ambience. 2:51 - lead is compressed for no apparent reason. Sidechaining everything, or having the song sound like it's happening that way, is quite tiring on the ears. Get the structure varied a lot more. Change things up more drastically more often. Sadly, I can skip through more than half the song and not miss anything. It's got potential with the sound design, but it needs an overhaul on the arrangement. -
finished Super Mario 64 Flight Cap Remix
timaeus222 replied to killingpepsi's topic in Post Your Game ReMixes!
The EP sounds fake. Take the time to find a better sample. Good chords though. Nice pulse bass. The drums are kinda interesting, but it doesn't seem like they fit the sound you're going for with the other instruments. It sounds like you're mixing Roland-TR (hip hop), dance, and breakbeat samples with an acoustic-esque set of instruments. Good ideas, but check that your instruments are cohesive.