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Everything posted by timaeus222
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finished Mass Effect 3 Leaving Earth remix
timaeus222 replied to HoboKa's topic in Post Your Game ReMixes!
X.X Dat robo-piano. The repeated high note at 0:12 is definitely the main culprit in the beginning. There are just too many rigid chords lying around throughout the whole track. Also, those Damage impacts at 0:40 or so are quite loud. I wouldn't have expected them. I think making them more distant would help make the soundscape more cohesive. Something as simple as a low pass near 10000 Hz could do it. 1:15 just felt like the timing was off. Did you mean to slow the tempo down? I didn't expect that. Also, 2:13 - 2:23 on the piano just felt like you were trying out a direction, and kept whatever you tried. To me it sounded confused. So, basically this: - The piano notes feel rambly - The Damage drums stick out a little too much IMO I think you should at least be able to mark up some clear sections in your remix, if it is to have a regular structure. -
Jaco rocks the bass like a mofo. Not as a "main" instrument, but pretty major. zircon's done a Jazz Fusion OC ReMix like this, called "Ragol Weather".
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My source pick will be Chrome Gadget from Sonic 3. EDIT: AND KNUCKLES. Can't forget the KNUCKLES. The KNUCKLES. The KNUCKLES.
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Yes. I'll just pick one that generally fits nicely if possible. I don't want to pick something too hard for a "novice".
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I'll sign up as a star again, but I'll wait on picking the Sonic source until a novice picks a Mario source.
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finished Diddy Kong Racing-Darkmoon Caverns
timaeus222 replied to PlanarianHugger's topic in Post Your Game ReMixes!
Well, the first things that jump out at me is that the kick is too subtle (not enough frequencies above 100 Hz), the supersaw raises the cheese factor way up high (generic sound design), and the snare doesn't sound like it fits (it's too smack-y, and not tight). Also, based on the way the drums move, it doesn't really sound as much like a rave song as it sounds like... I guess an 80s... something-or-other. Doesn't really sound like anything in particular, actually; it's sending mixed messages. Is it supposed to get us dancing slowly and bobbing up and down, or jumping and raving? The basic drum rhythm is saying the former, and the supersaw is saying the latter. Where is your hi hat? Lastly, there's not that much going on in terms of partwriting. It just sounds like you have, like, 7 sounds. Supersaw, bass, 2 plucks, kick, snare, toms. Where's your chordal instrument while the supersaw is not there? Etc. So in a nutshell, the sound choices overall end up sounding too simple IMO. Mainly, I would say the issues are the drum rhythm choices (conflicts with intent), the sparseness of the soundscape (lacking chordal instrument and proper reverb), the weak kick (hard to hear), and the snare sticking out as an unsuitable tone. For me it's the sparseness and drums that are the biggest issues here. It sounds like you may be just starting, so I would recommend studying other music more closely and listening to at least what makes its soundscapes full. This is a good example of a full-sounding dance song. Notice how there's always at least something filling the soundscape enough, whether it's a chordal instrument (like a pad, rhodes, piano, rhythm guitar, etc.), or the lead instrument's reverb, or something else. Also, working more with reverb can really help you keep your instruments cohesive. This is a nice guide on digital reverb. -
I really don't mind; we could just move on to the next one.
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To be clear, I only took a cursory listen for the arrangement comparison. I don't think there is enough work on this yet to say where this will or could go in interpretation. Here's where you (Nyx) get to work on that.
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Needs more than just additional vocals. Right now as I compare to the original, it's pretty close/conservative. As you make a longer arrangement, a soundscape as sparse as this one asks for both more compositional and textural development. Maybe some immersive pads, bells, and maybe ambient percussion could do.
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It's nice, but as it is, though the short length doesn't necessarily constitute a *NO*, one could argue that it's too short for the amount of development it has. At the moment that's probably the only issue here. So, maybe make it longer, into a more complete work.
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Do you have to pay for a license to cover songs or do remixes?
timaeus222 replied to bwmusic's topic in General Discussion
Exactly. This. ^ If you definitely plan to make money on the cover or remix, it's recommended that you do obtain a license for it (even if it's not obvious to the observer whether or not you'll actually get money for it). That's why I'm hesitant to sell anything that isn't all mine. But, as djp implied, the OCR community works hard to ensure it's only doing legal things when it comes to distributing reinterpretations of video game OSTs. -
Do you have to pay for a license to cover songs or do remixes?
timaeus222 replied to bwmusic's topic in General Discussion
Technically, yes. But some people who 'casually do covers and remixes' [of copyrighted music] might be saying, "well, I'll never be popular enough for the copyright holders to hear of me anyway, and hey, maybe they'll appreciate my advertising their pieces." Or something like that. Or they just aren't aware of copyright law. Or they have the mechanical license and didn't write it out explicitly. Hard to say. -
Lawn Party! Plants vs. Zombies album project! *CANCELLED*
timaeus222 replied to Chimpazilla's topic in Recruit & Collaborate!
To clarify, DjjD and djp, we need at least concept WIPs from you two, and Will and Sir J, we need WIP updates from you two. Feel inspired! -
1. work-in-progress Final Fantasy 7 - Fighting Fantasies
timaeus222 replied to Master Mi's topic in Post Your Game ReMixes!
Nah, I'm just disappointed. When you claim things, you raise people's expectations. So you should know what it means when you claim certain things about your own work, like "this is epic", and "this is absolutely beautiful". I would rather he said "here's an update, and here's what I did to it: *cue list*"; leaving people to make their own impressions by themselves, IMO, is how it ought to be. Vig said this in... another way. http://ocremix.org/forums/showpost.php?p=27583&postcount=7 -
1. work-in-progress Final Fantasy 7 - Fighting Fantasies
timaeus222 replied to Master Mi's topic in Post Your Game ReMixes!
You set me up for this... "epic", "absolutely beautiful", "professional" remix, and then I get... mechanical, sparse, and lifeless. There's again, 0 expression on anything here. Why? There's no semblance of any of the things you said in here. Literally everything's quantized completely to the grid, and just unrealistic (the original is more realistic at least due to the nice layering...). My suggestion to you last time was to refine it and make the arrangement less repetitive, and you go and make it longer and more repetitive. I don't get it. Sorry, but what you think you're pulling off is not even close to what you say. Any critiques I have are basically the ones I had last time: - Too copy-pasted, too repetitive. - Too MIDI-ripped. - Everything's too rigid... even the synth bass, like before. - Nothing has expression... flow... it's like every 'performer' is doing the robot while performing. And not doing much of the 'performing' as a result. -
Post-recording manipulation of "live" parts
timaeus222 replied to Geoffrey Taucer's topic in General Discussion
killer studio chops Pretend I'm bleck -
Are VST presets a cop-out?
timaeus222 replied to YoshiBlade's topic in Music Composition & Production
No, then yes. You do get the benefit of a fresh take on the synthesis of a sound each time you start from scratch. There was a time when I synthesized four quite different basses from the same essential steps that I ended up memorizing as I made them, just changing one or two steps. I find that pretty much every time I sit down and synthesize something, I don't make the exact same thing each time. And if I do, then I try again. But I only do this to see what can come out of the synth. I think learning synth design can help train your ear to detect otherwise subtle production issues or nuances. If I didn't learn how to use Zebra2, I doubt I would be as keen to detecting resonances as I am today. And, it also helps you to recognize what other people may have done in their sound design (or preset editing)---whether it's synth-based... or physical modeling... or something else---so you can distinguish what they did in their overall layering, or even their production in general. -
Post-recording manipulation of "live" parts
timaeus222 replied to Geoffrey Taucer's topic in General Discussion
If it makes you feel any better, the guitars in here were spliced to save Chris the time of continually recording to get the perfect takes. http://ocremix.org/remix/OCR02939 -
Post-recording manipulation of "live" parts
timaeus222 replied to Geoffrey Taucer's topic in General Discussion
That was done REALLY well, then. I honestly can't tell it's spliced, and I'm VERY picky. What you said about the hand percussion just sounds like a set of samples could have been recorded and spliced for sequencing like regular downloadable drum samples, and it would have been pretty similar. I'd call that like creating your own drum sample pack for immediate use, and I think that's actually a good skill to have for any do-it-yourself kind of person (chopping and editing samples for personal use).