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eilios

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Everything posted by eilios

  1. Make a new pattern, put the step sequencer stuff in there, go into the playlist, select your pattern from the top of the playlist menu, and click where applicable.
  2. I buy everything music related, including music itself. I can't say I don't pirate games, because sometimes I fall victim to abandonware once I realise I can't find something anywhere. In general, though, I support people who make things I like. Maybe it all goes down to morals, I don't know, but I believe in paying for things because I think it's the right thing to do.
  3. This is way too slow(while I do like slowed down mixes sometimes, this is a bit too far!) and the synths at the beginning are weaksauce. The string patches are okay, but everything is really quiet and reverb'd to hell and back. The drums are really really repetitive, and I have like the most repetitive drum programming ever, so the fact that this is readily apparent to me is a problem! The arrangement feels too sluggish, and attempts to rectify this situation aren't really working because all of the instruments feel way too weak. Some hi-hats would be nice, too.
  4. This is actually a cool program my friend IRL(very good pianist) uses, and when I actually got around to learning piano, it would be one of the things I'd use. EDIT: is OP some sort of spokesperson for the program, though? lol
  5. Not to be a dick, but that was pretty much SM's point. If you use a realistic sounding library terribly and it sounds awfully unrealistic, it's a lot more in-your-face than if you use a fake sounding library and it sounds unrealistic, because at least in the latter it's cheesy about it and has no pretence of realism.
  6. [AGGRESSIVE/QUICK/INSANE] <Nick> >QUICK Yes, percussion is something that would make this better. No, it won't just add structure to this. There are numerous factors which cause this remix not to work, and lack of percussion is one of them. Darksim had a valid point(that this is repetitive and goes on for too long) and I also pointed out that the arrangement is too flat and lacking power in some areas, and that the two "sections" don't blend together well enough. Those both can not be fixed by adding percussion.
  7. Same here. I never actually use edit events for everything because they're stupid. >[noparse][/noparse]
  8. No, but seriously, this does seem like a cool game.
  9. Ahem. Seriously, this is awesome! I can't wait!
  10. The beat is all off. No percussion can work in some mixes, but you have to make the timing stick. The elements don't blend together at all, you have the original bell + acid sounding synth, which is one thing, then the other thing, and they're like two sections that aren't even connected. It's like you have a red block and a blue block and you just merge them together. Synth production is okay, if a little bland. The arrangement itself is repetitive and flat, with very noticeable sections. The other section after the bell and acid synth seems like it should be about 20% cooler, because there's a lot more instrumentation and it feels weightier. Hope this helps!
  11. First of all, it's awesome to see you on here! I really liked your Zelda 2 Fidget remix. That said, what everyone said is equally valid. The electro-house like beat is cool, but loops for too long without any variation. It really does feel like an introduction, but not an especially itto bitto litto introduction. It's just too slow. The wubwub half-time part of the beat doesn't really work very well when it's introduced because it doesn't change the backing instrumentation nearly enough. 3 minutes of the same thing is just bleh. 3:54 is what I was waiting for, haha! On a more positive side, your usual style is fully there, and 3:54 is really great. The kind of fidget-y glitch sound that made me a fan of yours is fully in place! As good as that was, you can't overlook the 3:54 buildup of one loop with some mild hits and synth stabs. That doesn't fly by my standards, and certainly not the judge's. If you want to work on the arrangement, shorten the intro significantly, and either remove the dubstep interlude altogether or really make it your own.
  12. This. I wasn't really having any major problems with the sounds(it all sounded somewhat okay), but they seem really badly matched together and odd.
  13. I just want to add that "incredibly" is an understatement. But thanks for the link.
  14. Well, first you have to program the drum pattern. Once you've done that, put it in it's own pattern and put that pattern on the playlist where applicable. If you want to separate your drums into sections, you can take your drum pattern and use the split by channel feature so that each part of the beat has it's own pattern, and you can only use the kick and the snare, for example.
  15. Thanks a lot! I was thinking that I could have condensed this down quite a bit. I am a big fan of the above two, so it might have just slipped in . Thanks a lot for the basic critique, and I'll try to slim this down a bit! The kick is a layer of two samples, but I'll try adding more. EDIT: And @ the organ variation, I'll work on that too!
  16. There are plenty of ways you can use compressers in dance music! As just a more advanced limiter, as a sidechainer, as an effect(when done extremely!), or more!
  17. Dunno if anyone posted this already(not weeding through 380 posts! :S), but: That said, I didn't play FF11, so I won't be playing FF14, especially with the bad reviews.
  18. dorodorodorodorodorodorodorodorodorodorodorodorodorodorodorodorodorodoro
  19. Haven't, actually, but I do want to play it. I've just been so busy that gaming is almost completely off my schedule(aside from the odd TF2 session). As a big fan of the original, the only concern I have is making the open world more compelling. The original game had a gripping storyline and a sprawling world, and once the former is gone, the latter just becomes somewhat bland. I lost all desire to play after the game ended .
  20. A decent samplepack is the G&S CW-DrumKit series(1 and 2 are what I use), especially for snares and cymbals. They're lacking in volume, but you can always fix that later. They're diverse and pretty good. Again, totally free. Alchemy Player is a good starter and comes with a lot of stuff, and is pretty good for emotional string music for the cost(free!). BardicKnowledge already repped DarkeSword's list of soundfonts, but I'll +1 that on purpose because it's amazing. I was losing my hair over trying to find a good timpani sample... only to find it there! As for gongs, check out "The Open Source Drum Kit". It has a section full of 'em.
  21. D-d-d-double post! Emerald Version! CHANGELIST: Fattened up the kick a little, it was a bit too quiet for my tastes. Changed some limiters on things that had limiters on them to remove tiny crackles inherent in the limiter the limiter-having things had. Uploaded to box.net to increase max-bitrate. Changed thread to MOD REVIEW. Other shenanigans http://www.box.net/shared/p4jsdg8ki8
  22. It can be done pretty simply, but to make it "realistic sounding"(assuming you're using sims) is a rather complicated manner. Technically, MIDI files have no sound. See below: Most definitely. It's how a lot of people get started(openin' up a MIDI file and pokin' around with the notation) with remixing(myself included). In FL Studio, this is done by simply opening the MIDI file you wish to open(if you have one). Alternatively, you can hook a midi signal and have it taken as input for another VST to deal with(live), or record MIDI stuff into a MIDI Out channel and save the data(later, you can edit some of the note values too if you want to deal with imperfections) then later hook the notes into a different synth(or you can just copy the note values into another synth's channel). Keep in mind though, that what you refer to as "midi sounding" is doing just that. It's running the sound through a bunch of generic lo-fi synths. It won't sound realistic at all, but it gives you a general idea. You're right about the Sequencer/Synthesizer(although it's not really infinite, it's just an incredibly high amount). A mixer is a tool that's used to take sound input from a number of sources and then arrange them in a logical(if used properly!) manner, later to apply effects to or change individual sound values. A sampler is a program that loads sample files of different instruments(formats vary, but a common one is soundfonts) and plays them. Kontakt and sfz are both popular samplers. Honestly? Any of them, really. There's no "best DAW" for any situation. You can make good music in anything if you know how to, and the differences can be dealt with if you're willing to deal with it.
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