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landscape gardener
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martial arts, training, nature, philosophy, music, composing remixes and own soundtracks, video games, movies/animes, exceptional literature, pescetarian raw food diet, legendary 7-course dinners with iconic Tonberry Chef's Knife apron, cozy naps in the sunlight
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I assume you mean the subtle ringing of the piano. But I think that's just part of the piano sound, or rather the effects (reverb, delay, or chorus) used for this piano preset (if possible, try playing this piano VSTi without effects, then add individual effects one by one until you find the one that bothers you). I've checked your audio sample with my studio monitor speakers (Yamaha MSP 3) and with my studio headphones (Beyerdynamic DT 880 Pro), and I could barely hear the ringing in the sample. I also loaded the audio sample into my DAW and checked for possible clipping artifacts. But even there, at least as far as the output is concerned, no distortion due to overdrive was detectable. However, you might want to check the input value again or try reducing the input volume. Otherwise, I wouldn't let laptop speakers or smartphone speakers deter me in this regard. Integrated laptops in particular tend to massively overemphasize the high frequencies in the sound, which, in combination with reverb and delay effects, can produce a really unpleasant, jingling sound. I think I experienced something similar back then when I listened to the piano intro of my Crisis Core remix on my mother's laptop speakers. It might be a completely different type of piano - but maybe just compare it to your piano sound on your laptop: https://www.youtube.com/watch?v=mjndFXyi2us ... Based on my hearing and the audio playback devices I use, your piano sounds really good. ))
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Just found some fresh 'n' fiery Lufia 2 remixes
Master Mi replied to Master Mi's topic in General Discussion
@MystWalker I just read your newbie introduction a few days ago. Man, this sounded quite sad. Did you grow up in a highly abusive environment or surrounded by nuclear physicists and rocket scientists or something? Because I find it hard to believe that a child would describe itself as a “dumb kid” without a correspondingly hostile human environment. If there is such a thing as dumb kids, then they are usually the ones who, as adults, drink away their most basic brain functions, consume harmful drugs, march into the resource wars of high society with the utmost euphoria, madness, and ignorance, or in other small-minded ways throw away the gift of life far too hastily. Sure, intelligent people can also develop suicidal, life-threatening tendencies when their life force is at a critically low level (or let's say, when bioelectric current no longer flows properly through their bodies). But in most cases, it is rather highly intelligent, creative, and passionate people who start doing interesting things like composing soundtracks and then develop such awesome musical abilities that they can create fiery Lufia 2 remixes like these. I had read about this imposter syndrome some time ago. But I always found it hard to imagine that such a thing even existed (since people tend to be happy about their own successes and progress and show off a little ^^), which is why I dismissed it as something belonging to the realm of unicorns, elves, and fairy tales. But you, with your exaggerated modesty in stark contrast to your insane compositional skills, really seem to be such a case. So I'm really glad I literally coerced you into finally joining OC Remix. :D ... Haha, man, that really made me laugh a little, especially when I think about how I pictorally stumbled into OC Remix with full force back then. I guess you could compare it to a radically overexited Golden Retriever turning a professional competition into a feeding frenzy: ... No kidding, man. I joined OC Remix around 2013, had just bought my first DAW, and was full of anticipation and euphoria back then. Even without any significant knowledge of music theory, composition, or mixing, I wanted to make a big splash and create my first remix to share here on OC Remix. The result was an accelerated, hyper-compressed remix loop of the original Battle #3 theme (the Sinistral battle theme) from Lufia 2, which also had massive (clearly audible) clipping in the master. At the time, I was very proud of my first remix and celebrated it enthusiastically (in a certain way, I still find it interesting today) - but of course, this kind of mastering disaster without any compositional effort on my part was completely torn apart by the old-timers at OC Remix (which, however, did not stop me from continuing to radically admire my first sound achievement :DD). I even kept my first shot in the dark 'n' dusty corners of my computer. Here, in case you want to listen to this track I called "Sinistral Salvation" (but be careful that the studio monitor speakers don't experience their own salvation and start to smoke 'n' burn out 'cause of the massive compression and clipping): Lufia 2 - Sinistral Salvation (Master Mi Remix - Short Version).mp3 Over the next few years, I slowly began to focus more and more on music theory, arrangements with my first own compositional ideas, as well as mixing and mastering. And then, after getting to grips with my first professional DAW and some more usable audio equipment, I was able to create my first real remixes a few years later, which, in the case of my old Lufia remix, already sounded something like this (again, a remix of the Battle #3 theme from Lufia 2). You have to turn it up about twice as loud to achieve a comparable loudness, because at this time I have already mastered all my soundtracks uniformly according to the EBU R 128 loudness standard with approx. - 23 dBFS as a target loudness value, in order to ensure a correspondingly high dynamic range and sound quality free from the degrading influence of limiters and compressors on the samples, peaks and transients: The remix already contains some really good compositional ideas, although the mixing/mastering is still kinda messed up here, as my mixing and mastering skills only began to develop about three years later, after I finally got myself some proper professional studio monitors and was able to hear certain things, details and inconsistencies in the mix much better and, based on that, gradually developed my dynamic mixing concept called “Life Force,” which was only really applied for the first time in my last two remixes. I will definitely give this Lufia remix a major update in the future with drastically improved mixing/mastering and certainly some interesting compositional changes. ... But by the time I, as a truly lame composer duck, have finished this, you will probably have released five new and truly overwhelming Lufia 2 remixes, which I will listen to on repeat with greatest enthusiasm. ^_^ -
Come on, guys - don't leave me hanging here. I really need some feedback on the latest version of my remix, especially from the old-timers and pros here, as I'm considering submitting this remix as my very first soundtrack at OC Remix. But I would basically be happy to receive a massive shitload of different opinions from a few OC Remix members. ))
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@MystWalker Nope, I wasn't talking about fade-ins at this point. But even fade-ins should not start at the first bar. They should also start at the second bar (or later). I think that it was really about improving the processing of the music project so that no transients or sound events would be swallowed up or poorly processed by the DAW and no unwanted sound artifacts would occur at the very beginning of the soundtrack. Guess it could have to do with the little time the DAW needs for loading/buffering the project. Incidentally, the short lead-in of a whole bar is also quite good for counting in (when playing live/recording, for grooving, or for better synchronized interaction in bands). ... After you have fixed these little issues, you should really give it a try and submit this track. It's absolutely fire! 🔥
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MystWalker reacted to a post in a topic: Shadowrun - Seattle 2050
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Ya got a very interesting style as a composer. I really dig the immersive soundscape. )) Great stuff! Is this your latest remix you were working on? ... The only thing I would keep in mind in the future is that the first sound signal in the music project probably should not start right on the first bar, but rather you should leave a full bar or so empty before the first note starts with the second bar, so to speak. This can also help to avoid processing errors in the DAW or even the swallowing of the first transients and sound impressions. I think there was a discussion about this in a thread of the forum many years ago, explaining why this is done - maybe someone still has a link to it. I can also hear a slight crackling noise at the end of the song in the last moments of the fade-out around minute 4:25 - maybe check this again.
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Master Mi reacted to a post in a topic: Shadowrun - Seattle 2050
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Master Mi reacted to a post in a topic: The Newbie Introduction Thread: Come on in and say hello!
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Master Mi reacted to a post in a topic: Just found some fresh 'n' fiery Lufia 2 remixes
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Just found some fresh 'n' fiery Lufia 2 remixes
Master Mi replied to Master Mi's topic in General Discussion
You're radically welcome, @MystWalker! )) Your Lufia 2 remixes are absolutely dope - didn't took me long to realize that you are a really talented and ambitious composer. You also seem to be quite flexible in your style and music genre rather than limiting yourself too much in such matters (which is great in terms of future musical development potential). I hope that you will make more Lufia 2 remixes in the near (or distant) future, especially some remixes for the original soundtracks I mentioned on YouTube - just to revisit the original themes I already recommended to ya: - "Flute of Sleepwalk" (mystical theme) >>> https://www.youtube.com/watch?v=G6JgflZYy6k - "The Abysmal Depths of the Ocean" (mystical theme) >>> https://www.youtube.com/watch?v=UJU83RQZfOM - "The Lost World" (mystical theme) >>> https://www.youtube.com/watch?v=Fk3omXPfuVM - "Final Battle" (heroic/energetic theme) >>> https://www.youtube.com/watch?v=-Fzm2O4Zt-k - "To the Future" (emotional/sad and happy theme) >>> https://www.youtube.com/watch?v=f5zoFZq3Frw But I'm not here to shit ya you with work right away. ^^ I rather wanted to point out a few things to you in the OC Remix forum, which you may have already taken a quick look at - things like these: 1) Perhaps it's best to start by creating your profile so that others can see what you're generally interested in, which DAW you use for composing, what additional software instruments and plugins you use, or what instruments and musical skills you have mastered or are currently learning. ... 2) There is also a thread for newcomers where you can introduce yourself: https://ocremix.org/community/topic/7744-the-newbie-introduction-thread-come-on-in-and-say-hello/ For example, I would be interested to know how long you have been making music and writing remixes, or what you want to achieve musically in the future - your musical dreams, so to speak (if you have something specific in mind). ... 3) Before you submit your first remix, make sure to read the submission rules: https://ocremix.org/info/Content_Policy And then you can basically submit your first remix to the forum right away using this link: https://ocremix.org/community/submissions/ ... 4) You can also just share your own video game remixes (without submitting it to the judges - if you want to get some feedback before) in the thread "Post Your Video Game Remixes!": https://ocremix.org/community/forum/12-post-your-game-remixes/ You can share your own original compositions in the thread "Post Your Original Music!": https://ocremix.org/community/forum/15-post-your-original-music/ ... 5) You can also ask questions or start threads and discussions in the specific sections of the forum. ... Guess that's pretty much everything you need to know to get started, and I'll leave the rest of the journey of discovery in the OC Remix Forum to your own curiosity. )) I hope you'll submit one of your fiery Lufia remixes sometime soon. The listeners at OC Remix and all fans of video game music are guaranteed to go wild for it, and I would definitely submit the awesome Battle #1 remix as a starting point and first musical milestone at OC Remix. As far as my taste is concerned, over the years I've only found one really cool Lufia 2 remix on OC Remix. It was composed by Zircon, one of the early leading members of OC Remix: or (if you want to use the direct OC Remix YouTube link): https://www.youtube.com/watch?v=rYZ5suUrN38 I'm not sure how active he still is on the forum these days. But I think he's pretty busy as a developer of VST instruments (Zircon is the CEO of Impact Soundworks and has developed famous VSTis such as Shreddage, which you apparently also use), creating video games and composing his own soundtracks from time to time. I'm just an advanced beginner on my own musical journey, but I hope I've been able to give you at least a little introduction to OC Remix. Have fun, dude. )) -
Just found some fresh 'n' fiery Lufia 2 remixes
Master Mi replied to Master Mi's topic in General Discussion
Hell, yeah. 🤘 I know. Got a really good taste when it comes to radically awesome, rare and hard-to-find video game music remixes. *heroic victory fanfare playin'* But I'm just the joyful messenger here - a messenger with the happy-go-lucky golden retriever vibes full of serious excitement, eagerly looking forward to upgrading my large MP3 player and soundtrack collection with a few more killer tracks. The legendary genius and composer behind this Lufia 2 remix masterpieces ist just one comment above yours - yep, the dude with the kinda naughty-looking hentai girl profile picture. ... I will also write back to you in a few days, Mystwalker. Just have to beat a few more rounds against Chaos in my own world like a Warrior of Light (or rather like some sort of a forced hobby paperboy in the secretary office edition). )) -
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Just found some fresh 'n' fiery Lufia 2 remixes
Master Mi replied to Master Mi's topic in General Discussion
Yeah, definitely. )) And I found another really interesting Lufia 2 remix by Mystwalker, which I also added to the remix list in my main post (right after the three battle theme remixes). Check out the Triumph remix: Really impressive what a driving and energetic remix he has composed out of the little fanfare theme from Lufia 2. Kinda love the electric guitar passages after minute 1:33. ... There are also two more modern Lufia 2 remixes by him, but the themes don't really appeal to me that much – just in case you still want to hear them: - Lufia 2 - Cave Remix >>> https://www.youtube.com/watch?v=yCfsnPX6YQ8 - Lufia 2 - Labyrinth Remix >>> https://www.youtube.com/watch?v=lfU99NdOD2o -
Master Mi reacted to a post in a topic: Just found some fresh 'n' fiery Lufia 2 remixes
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Master Mi reacted to a post in a topic: Mana Cinematica- Epic Secret Of Mana Album, campaign now LIVE
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Yeah, I sometimes have a real penchant for long titles and texts. 😄 But thanks for the tip. I hope that's all right now. ... But while you're on the subject as an admin... What's your opinion on measurable clipping, especially when it comes to remixes on OCR? Is clipping generally tolerated on OCR, was it not measured again before uploading or perhaps simply overlooked, or does this clipping maybe occur after uploading to streaming platforms such as YouTube? Or could it be that the displayed clipping is more likely to be detected with true peak metering, whereas with standard peak metering the inter-sample peaks, which might cause some additional overshoot problems, can't be exactly measured?
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Pretty passionate and energetic stuff. Have a listen and enjoy the little gems, guys: Lufia 2 - Battle #1 (Standard Battle Theme) Remix -------------------------------------------------------------------------------------- Lufia 2 - Battle #2 (Boss Battle Theme) Remix ------------------------------------------------------------------------------ Lufia 2 - Battle #3 (Sinistral Battle Theme) Remix ------------------------------------------------------------------------------------ Lufia 2 - Triumph Remix ----------------------------------------- Lufia 2 - The Earth Remix ------------------------------------------- Lufia 2 - The Prophet Remix ----------------------------------------------- Lufia 2 - Peace Of Mind (Song Of Love) Remix -------------------------------------------------------------------------------- ... The remixer's name is Mystwalker. Maybe I'll ask him later if he wants to take part in OCR. ))
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I recently wanted to listen to some of the remixes submitted for evaluation, but in the initial post I could only find links to the original source soundtracks that served as inspiration for the remixes - but never the actual remixes themselves. Would it be possible to create a common way for all OCR members to listen to the submitted remix via audio stream or something similar? It would be really interesting to be able to actively follow the evaluations in this way and get a sense of what is particularly important in remixes submitted to OCR, what is sufficient in terms of composition and mixing, and where more work needs to be done on the remix.
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Master Mi reacted to a post in a topic: Clipping in OC remixes and modern soundtracks - loudness war versus loudness norms
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@Unknown Pseudoartist I think the desire for more dynamic and consistent loudness levels between different soundtracks and other audio programs began back in the 1990s. Perhaps some of you still remember those days when you would frantically reach for the remote control as soon as a commercial break suddenly interrupted your favorite show, often mixed much louder than the regular TV program. You couldn't just stroll over to the refrigerator and grab a portion of lovingly prepared sashimi along with the rest of the hearty 7-course meal to make the most of the commercial break in a witty and culinary way, taking on the battle against continuous advertising stupidity with copious amounts of brain food. Sometimes you really had to hold down the volume down button for a few seconds or, better yet, press the mute button on the remote control so that the stork wouldn't fall out of the neighboring tree in fright 'cause of the commercial sound pressure level. With the development of methods and metering devices for measuring the loudness of sound events, soundtracks and all kinds of other audio programs, which ultimately led to the EBU R 128 guidelines created by far-sighted sound engineers, it was possible to satisfactorily solve not only the problem of loudness jumps between successive audio content. At the same time, a standardized basis was created to allow for much more dynamics, especially in the field of music. If you are interested in the smaller details and background information, I recommend the compact Wikipedia link on this topic: https://en.wikipedia.org/wiki/EBU_R_128 … Incidentally, EBU R 128 is not only a basis that allows much more dynamics in music and other audio contributions. EBU R 128 also limits the dynamics within a soundtrack or other audio program in order to ensure an enjoyable listening experience without causing permanent hearing damage. For example, you won't be startled by the extreme sound level of a realistic gunshot at close range in the middle of the gentle rustling of leaves in a film. This is achieved by additional parameters within this loudness standard, which, in addition to the program loudness main parameter (where the entire soundtrack or audio program is measured from start to finish and a target loudness value of -23 dBFS is aimed for after complete measurement), would primarily be the following parameters: 1) Maximum Short-term Loudness ------------------------------------------------------------ This refers to the continuously measured loudness of the last 3 seconds throughout the entire soundtrack or audio program, which must not exceed a value of -18 dBFs at any time. For example, -17.9 dBFS over a recorded period of 3 seconds would no longer be permissible. 2) Maximum Momentary Loudness ------------------------------------------------------------- This refers to the continuously measured loudness of the last 400 milliseconds throughout the entire soundtrack or audio program, which must not exceed a value of -15 dBFs at any time. Accordingly, sporadic sound effects such as a gunshot with a maximum level of -14.9 dBFS or higher over a measured period of 400 milliseconds would no longer be permissible. It is not necessary to comply with the maximum values of both additional parameters together. It is sufficient if either the Maximum Short-term Loudness value or the Maximum Momentary Loudness value is complied with during a loudness measurement for a soundtrack or other audio program such as a podcast or commercial. In conjunction with the primary program loudness target value of -23 dBFS (with a permitted tolerance of +/- 0.5 dB), this limits the dynamics to a level that is tolerable for human hearing and at the same time provides an enjoyable listening experience. You can read all about this in detail here: https://tech.ebu.ch/docs/r/r128s1v1_0.pdf … And as you can see in the image here, after a complete loudness measurement of my Crisis Core remix from start to finish, this remix is also well within the permissible parameter limits: I don't know exactly why the Maximum Short-term Loudness value is already flashing red here with a measured value of -19 dBFS (according to the EBU R 128 guideline, up to -18 dBFS would be permissible) - but perhaps the values have been slightly adjusted over the years. And since EBU R 128 only requires you to adhere to the maximum value of one of these two additional parameters anyway, I'm still well within the green range with the Maximum Momentary Loudness value, although my main focus is primarily on the target program loudness of -23 dBFS. ... Another interesting aspect in connection with the implementation of EBU R 128 in broadcasting is the fact that, towards the end of 2023, an extended guideline for streaming platforms was also initiated: https://tech.ebu.ch/docs/r/r128s2.pdf It would be really awesome if this became standard practice in the near future, because then it would no longer be worthwhile to stubbornly master soundtracks for maximum loudness (since the soundtrack would be reduced to -23 dBFS anyway), but instead every musician would have the same fair opportunity to make their compositions as dynamic and lively as possible at a standardized loudness level. … Based on EBU R 128, the resulting expanded dynamics in music, and my “Life Force” mixing concept, which I have developed extensively in recent years, I want to demonstrate with my upcoming video game remixes and some larger original compositions that dynamic music can sound really good, organic, and lively in every conceivable music genre - from classical orchestral music to electronic music to rock and metal - and that it can be superior to the often dynamically limited “compressor music", especially in terms of sound quality.
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Master Mi reacted to a post in a topic: Clipping in OC remixes and modern soundtracks - loudness war versus loudness norms
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I noticed these phenomenons like partial frequency clipping or even peak clipping in lots of remixes from OCR and also in many official modern audio productions quite a while ago when I loaded a few audio files into my DAW to compare certain parameters and audio measurements for different soundtracks. And I think that such technically obviously not quite clean masterings of today's era are above all the direct consequence of the constraints that the loudness war has brought with it since the beginning of the 90s with the dawn of the era of digital music production. And once the music industry sets such rather counterproductive trends for mainstream music in terms of music quality, many musicians seem to feel compelled to follow suit in order to keep up in terms of loudness or to be noticed at all. But just as - at least according to their aggressive endless advertising - the arms industry stands for peace and security in the world or the pharmaceutical industry for people's health (while the reality often speaks a completely different language), the same is obviously true of the modern music industry and music, especially the quality of many of today's music productions. And by that I don't mean the often first-class compositions, but rather these often radically messed up, because far too loud, undynamic and therefore usually not very lively masterings and remasters (if you want to hear more dynamic and lively music from certain bands, always get the original works if possible and never any remasters or even remasters of remasters). Even in today's music industry, making a quick buck is often more important than the actual thing - and then it ends up being crap again. I will show this below with corresponding negative and positive examples of soundtracks from different times in the music industry and certain forms of individual approaches to mastering and music production in general. … 1) David Guetta Feat. Sia – Titanium --------------------------------------------------------------- Soundtrack link: Visualization of the measured values for the soundtrack: While David Guetta is literally a guarantor for really groovy and impressive compositions, when it comes to mastering he is rather a real negative example of how not to do it. Here you can find massive clipping in the bass range of up to over 9 dB above the zero point (see Spectroscope/Spectrum Analyzer in the middle right of the picture), while the measurement displays are apparently no longer sufficient to capture the true extent of the mastering excesses. The true peak measurement shows a value of a whole decibel above the zero mark, which should never be exceeded in a technically clean mastering, as this leads to audible clipping in some cases. And the loudness of this mastering was driven so close to or even above the maximum limit by excessive use of compressors and limiters with a loudness value of around -8 dBFS (the exact loudness value within the complete loudness measurement is only obtained at the end of the soundtrack, but the loudness has certainly not changed much after the first half of the soundtrack and the heavy compression) that any efforts to achieve dynamics and sound quality in this soundtrack were literally beaten to death with the digital mastering club. But this is probably how it must be when the music producer sees mastering as the final boss and then shouts to the mastering engineer: "FINISH HIM!" (with the iconic "Techno Syndrome" theme from the Mortal Kombat movie playing in the background) 2) Donkey Kong Country 2 - Prismatic (OC Remix) --------------------------------------------------------------------------------------- Soundtrack link: Visualization of the measured values for the soundtrack: This is definitely one of my many favorite soundtracks from OCRemix, which combines a really beautiful, energetic composition with impressive sound design. The mastering here is also very loud with a measured loudness value of around -11 dbFS and technically not entirely flawless with similarly strong clipping in the bass range and a slight overshoot of the level peaks at 0,3 dB above zero. But at least the mastering here doesn't seem to have been completely fucked up compared to the mastering of the previous David Guetta soundtrack and offers a little more dynamics and sound quality. 3) Final Fantasy 7 Remake - Let The Battles Begin! - A Merc's Job --------------------------------------------------------------------------------------------------------------- Soundtrack link: Visualization of the measured values for the soundtrack: This is an original soundtrack from the video game Final Fantasy 7 Remake and at the same time a really powerful, modern new composition of the standard battle theme from the old Final Fantasy 7 for the Playstation. In such a world-class production (and a Japanese one at that), I would never have guessed that there were apparently minimal technical flaws in the mastering (slight clipping in the bass frequency range and minimal exceeding of the 0 dB limit at the peak levels with a value of 0.1 dB, even if this value remained at 0 dB for a long time during the loudness measurement) and that Japanese sound engineers would let them get carried away with something like this. But I could imagine that they really had a lot of time pressure in this mammoth project and perhaps couldn't subject every soundtrack to an exact loudness measurement again. And perhaps the mastering engineers, as is often the case in the music industry, were given exactly the same guidelines by the leading developers and producers, contrary to their own aspirations and rules, and were told: "As loud as possible, but also with a sense of power and dynamics, with gentle clipping if necessary." 4) Bridges - Miss Eerie -------------------------------------- Soundtrack link: Visualization of the measured values for the soundtrack: Many people probably don't know it. But the band Bridges, which was founded back in 1978, was the immediate predecessor band of the well-known Norwegian synth-pop band A-ha, while the soundtrack "Miss Eerie" was virtually the early version of the cult hit "Take On Me". Although “Take On Me” has more impressive vocals, “Miss Eerie” has some really creative, effective compositional interludes and variations to offer. For example, I really like the melodic, multi-octave playing of the steelpan synthesizer from minute 1:36 onwards in the soundtrack, which gives the whole thing a very refreshing individual touch away from the later mainstream productions. The mastering (which may not even be the original mastering, but a remaster) is also convincing in terms of production quality - technically absolutely clean, with no critical values (neither in the spectrometer nor in the measurement display of the maximum level peaks) above the permissible limits. The maximum level peaks may still have been -3.2 dB at the time of the screenshot. But towards the end they were also just below the zero mark (which is still within the limits for a technically clean production). 5) Michael Jackson - They Don't Care About Us (Brazil Version) ------------------------------------------------------------------------------------------------------------- Soundtrack link: Visualization of the measured values for the soundtrack: Throughout the history of his musical career, Michael Jackson has not only stood for unique world-class compositions, but also for excellent music production at the mixing and mastering level, which has not so easily bowed to the bad trends of the modern music industry, but has gone its own way, which did not aim to win the small-minded race in the loudness war. According to my memory, Michael Jackson once mentioned somewhere that music should always be able to breathe a little. He was probably alluding to the desire to make his musical works as dynamic, natural and lively as possible. And this is only possible if the loudness is not set to such a high level during mastering, so that the level peaks can rise up freely without the forced use of compressors and limiters, which also preserves the transients and maintains the sound quality. As you can see here in the measurements for the soundtrack, the loudness measured from the beginning is only around -20 dBFS, even shortly before the end of the soundtrack (see the position of the marker at the top of the waveform after the 120th bar). This is only slightly louder than the loudness standards I use to master my own soundtracks and remixes (around -23 dBFS, or more like -23,1 dBFS). And despite the low loudness, you can clearly see from the measurements of the maximum level peaks with a value of -0.2 dB that the level peaks in the soundtrack obviously need this low loudness in order to be able to level up freely and unhindered without exceeding the 0 dB mark. Apart from the more than sufficient headroom in the spectroscope measurement across the entire frequency range, the waveform of the soundtrack also clearly shows that this is obviously a very dynamic and lively example of a sophisticated music production. 6) Treasures Of The Deep - Shipwrecked ---------------------------------------------------------------------- Soundtrack link: Visualization of the measured values for the soundtrack: “Shipwrecked” is an original soundtrack from the underwater exploration action-adventure video game Treasures of the Deep for the Playstation. Apart from the truly atmospheric, ambient composition, this soundtrack is also a positive example of successful music production in the field of video game music in terms of mastering. The spectroscope measurement makes a relatively relaxed impression along the frequency range shown. The maximum peak levels of -0.4 dB measured also appear to be within the bounds of technically clean mastering. And with the measured loudness of around -18 dBFS, no unnecessary excesses appear to have been made here either. 7) Crisis Core - Final Fantasy 7 - Wings Of Freedom (Master Mi Remix) ------------------------------------------------------------------------------------------------------------------------- Soundtrack link: Visualization of the measured values for the soundtrack: For comparison, these are the measured values from one of my soundtracks and remixes, which I regularly mix according to the loudness standard of the EBU R 128 norm with a target value of -23 dBFS. It's possible that I will develop my higher compositional potential over the coming years. But I believe that I'm already on a really good, future-oriented path in the area of mixing and mastering, which might be able to solve numerous problems in today's music production. As you can see in the picture with the measurements, none of the measured values shown here are even dangerously close to any limit value. The maximum peak level values show a completely relaxed peak level control at the end of the measurement with a value of -7 dB. Even the measurements in the spectrometer still show more than enough headroom over the entire frequency range, although this is already a very dynamic remix in the classical-orchestral and rock ballad music genres. I believe that the far-sighted developers and sound engineers behind the EBU R 128 loudness standard had exactly this in mind, namely to develop a uniform, universally applicable loudness standard that works for all music genres and other listening programs and at the same time allows maximum dynamics, naturalness of sound and the highest sound quality without making the listener's eardrums bleed. ... And yes, I think that such a generously designed, uniform loudness standard can solve almost all the problems in the field of music and audio production that the soulless trend of the loudness war has brought with it in the course of the modern music industry. These problems include, for example, serious loudness jumps between different musical works and other audio programs from different music producers - or sometimes even loudness jumps between different musical works and audio programs from one and the same music producer (often caused by a lack of good loudness concepts in the field of music production, where the primary focus is still on maximum peak levels). What's more, a generously designed, generally applicable and, at best, globally enforced loudness standard can also guarantee the return of high dynamics, liveliness and sound quality in musical works, regardless of the music genre or type of audio program, the respective TV and radio station, the streaming platform, etc. In the near future, it may be possible to develop playback devices that use an integrated software solution to bring music and audio programs mastered at different volumes to a uniform loudness level and play them back accordingly. If this is approached wisely, all music and audio programs in the world could be brought to a uniform loudness level (so that there are no more annoying loudness jumps between different music works and audio programs and the volume on the playback device only has to be set correctly once according to your own listening habits and loudness preferences), and at the same time the best possible dynamics, liveliness and sound quality could be guaranteed for music and all other audio programs. … And since we're in a very large, multifaceted and international musician and remixer forum here, I'm particularly keen to hear your opinions and experiences on this topic. )) But I would also be happy if you just wanted to share something about the phenomenon of clipping in certain frequency ranges or peak clipping, which I have noticed in numerous remixes from OCR as well as in many modern music productions and remasters in the field of modern mainstream music.
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Master Mi reacted to a post in a topic: Brandish - The Cursed King Remix
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Sonic Advance 3: "Sayonara" - Staff Roll R&B
Master Mi replied to Ridiculously Garrett's topic in Post Your Game ReMixes!
"The bar was kinda crowded. Like the slave quarters of Rupture Farms. But that's a different story from another game. Couldn't even catch a glimpse of Robo Eggman and his big band through the thick clouds of smoke. Things were starting to get hot. So I went to the bar and ordered a hedgehog-friendly tuna shake. I sipped the glass slowly... ... and, of course, I reserved a pool table in the back corner of the bar to play a smooth casual game with my spiky-haired cutie and the affectionate, fluffy fox." -
Epic stuff, dude! And really good mixing as well. The only thing you could still fix for this really cinematic remix composition is the way too abrupt ending of the last notes. Maybe, it's just a video issue that chopped the last notes - but I'd let these notes fade out way more slowly for the final submission track. Hope you are going to submit this title, aren't you?