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dfast

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  • Posts

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Profile Information

  • Real Name
    Harry Damm
  • Location
    Helsinki, Finland

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Artist Settings

  • Collaboration Status
    0
  • Composition & Production Skills
    Arrangement & Orchestration
    Drum Programming
    Mixing & Mastering
    Recording Facilities
    Synthesis & Sound Design
  • Instrumental & Vocal Skills (List)
    Acoustic Guitar
    Drums
    Electric Bass
    Electric Guitar: Rhythm
    Organ
    Piano
    Vocals: Male
  • Instrumental & Vocal Skills (Other)
    Percussions, Mouth Harp, Synthesizers

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  1. The drums sound very thin and very distant, and somehow I hear the drums coming more from the left channel? Maybe changing some drum samples and adjusting the gain (and centering it all, adding stereo depth with other means like adding a delay with zero feedback or using some basic stereo enchancer). I'd like the drums to have more power to them. Other than that, it sounds lovely.
  2. If you like the topic, you might enjoy this (currently) free album. Angry big-beat, electro-breakbeat and whatnot. dfast - Bring Back The Happy Runtime: 29 minutes 14 seconds 8 Tracks: 01 whipz 02 tracoon 03 stockmarketin' beatz 04 mr tamone feat. en5ca 05 sunshine 06 electrobonk 07 the plan 2010 08 snatch Hope you like it!
  3. Cheers for the comments! The orchestral sounds, piano and flute were played on Yamaha MOTIF8 synthesizer and one random fact is that I don't record midi (unless I'm doing some high accuracy demanding arpeggios or such), so what you hear is live played. I have to agree on the dull orchestral sounds and originally I wasn't going to put those in there but instead make a full blown rock cover of the Dark World theme. But inspiration comes and goes... The funk part was never planned either. Generally speaking I've always experienced problems remixing game music, because my initial feeling is always the idea of making a cover. It's hard to remix something I'm so used to and I always feel like there should be someone making good sounding rock covers of e.g. Mega Man music. And yeah, I do hug the source but it's a cover after all. Oh, and I love funk
  4. Nothing fancy, just one of my favorite SNES tunes. The drums are a bit on the repetitive side at the moment, but will change a bit here and there before I've finalized this track. Made with Renoise 2.6. D Fast - The Legend of Zelda: A Link to the Past - Dark World Rock WIP
  5. What everyone else has said already + my 0,5 cents on the matter: Starter sounds. I can never put enough emphasis on the (my personal) fact that good starter sounds take you to places. Turning a pile of donkey into a flourishing unicorn is next to impossible, no matter how you want to twist it. In this case I feel that the drum samples are on the dull side here and should have some more ingredient in them. Also it's never a simple thing to pull out a decent mix when you're on a stereo crusade: try to keep the lowest bass frequencies mono'ed. A nice free plugin for such action is e.g. Tone Project's Basslane (Windows only). Other than that I don't hear anything THAT wrong in your mix. Slightly over-exaggarating the outcome, no? For some additional "crystal" in the sounds I usually go with an EQ of my choice (and that choice is GlissEQ, commercial though) with a wide Q value -> boost at 11kHz, +2db or so. Then I do a slight cut at 8kHz with a narrow Q value, -2db or so. I usually do this when mastering, but it does work on separate tracks/instruments as well (well, it works when it works, usually yes). If you simply just add more reverb and try to make things eerie in the search of dreamyness, chances are you're just turning it all for the worse. I tend to highpass all reverb signals somewhere around 200hz at least, just for safety. About mud then: Check around 300-350Hz and 600-680Hz for anything that might turn a sound muddier. Just boost around those freqs and see what happens. I usually go through the entire frequency table with a sharp boost and when I find something that really annoys and irritates me, I make a little cut (-2db is usually more than plenty with a relatively low Q value) and naturally if your source material has some real harshness in its initial freqs, adjust the amount of cutting accordingly. Liking the remix so far btw.
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