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Master Mi

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Everything posted by Master Mi

  1. So, finally I've made a huge update for this remix. I've written some new notes for a preluding piano part, I've created a pretty nice rock part for the final and at last I've made a video with my own gameplay scenes for the German NES version of Maniac Mansion. More information about all the other changes in this version and backgrounds of the remix you can find in the description of the upload for Youtube. Enjoy - here's version 1.1: >>> >>> https://clyp.it/y0v1j0f1
  2. Thx for the feedback, Rozovian dude. )) Haha, guess I like the Dealbreaker Style in this case. I really don't like such lowercased exceptions in headlines while other words you regularly write lowercased are capitalized there. I have seen this style at many other mp3 titles and just adopted it - pretty uniform and easy to memorize. No problem if you change the upper and lower case of the title to your standards later on. According to my perception and music equipment I think the loudness of the drums is quite okay (maybe 0,5 to 1 dB I can go up with these - but not more). In a rather melodic rock ballad like this I prefer some kind of "integrating drums" that support, but not predominate the melody. When it comes to the overall loudness of the track I'm really in love with the mastering standards of EBU R 128 which allow more than enough headroom for uncompressed and full dynamic range of the tracks which are all at one loudness level. So, for my own uploads I'll keep it this way - but as a version for OCRemix (when the track is good enough and really finished someday) I could easily export it with a loudness that is about 6 dB higher than now (without any kind of dymanic compression). This should be around your average loudness standards in OCRemix. Hm, the strumming sound at 2:30 - yeah, you're right. The velocity goes a little bit over the edge there - guess I'll will fix it in the final version and check the whole strumming section completely as a solo played track once again. For the piano part I think I'll leave it as it is. The side noise in the higher piano section might be part of the piano itself and it rises recogniceably at a certain level of reverberation/wetness. For my perception it's not even an annoying side noise. Somehow it goes really well with the video where glass breaks into many shards. Thanks for the detailed feedback. I'll keep working on this track and especially on the performance of some instruments in the future.
  3. Got a nice update of the track - further informations of the changes in this version you can find in the description of the upload for Youtube. Let me know how you like this version 1.2: >>> >>> https://clyp.it/vx2pp4xy
  4. C 'mon guys - gimme a feedback or some inspirations who you would improve that track in the future, what you would change or make different, technically or concerning the composition in general.
  5. Finally a huge update of my Street Fighter remix for the Balrog theme. It's my first remix I have created on my new high-end PC. I've made a lot of changes - further information of the new stuff in there you can find in the description of the Youtube upload. Here are the links for the new version 1.2: >>> >>> https://clyp.it/0qz3jt4t
  6. I know - it's not quite a video game remix. But I'm trying a lot of things with guitar sounds for my videogame remixes in these days. So, I decided to create an instrumental composition for a famous TV series opening from the 80s to use my new self-made raw (slightly distorted) clean electric guitar presets. Further information you can find in the description of the upload for Youtube. Maybe you can give me some feedback how you like the guitar sound, the new drums, the piano stuff as well the rest of the remixed soundtrack. Original soundtrack: >>> ---------------------------------------- Newest version of my remix: 1.1 >>> >>> https://clyp.it/vht55ihs
  7. Got the newest update of my remix done - you can read about all the changes I've made in version 1.2 in the description of the upload for Youtube. So, here's the new version 1.2: >>> >>> https://clyp.it/3dj3to2t
  8. I've made an update of my Lufia remix recently (the things I've changed within version 1.5 you can see in the upload description). This time it also comes with a video that consists of in-game scenes of the final battles gainst the Sinistrals. Here's the link of version 1.5: >>> >>> https://clyp.it/gmmrf0zz
  9. Nice feedback. Concerning the loudness of the electric guitar: I've listened to the track via speakers, headphones and mp3-player (in-ear buds) and it was really okay for me. But you're right - I could tourn the loudness of the lead stuff at least bring down for about 1 dB. What do you mean with: "The notes cut off too early in my opinion, which may be leading to the overly stiff sound. I feel like they should flow a bit better."? Should be a few more overlappings or just make the notes longer until "note-on-note"?
  10. So... finally, I've managed to improve my rookie drum skills to a much more advanced level of drum composing skills - which will help me a lot with my video game remix projects in the future. That's how level 2 of my drums skills sounds like. This time I've also created a screen recording video of my playing drum VSTI (instead of just a picture) for the Youtube version - so, you can follow most of the drum elements in my drum solo project much better. Backgrounds and futher informations you can find in the description of the Youtube upload. There 's also a clyp link with an uploaded 320 kbit/s file for the die-hard audiophiles. --------------------------------------- Newest version of my track: 1.1 >>> >>> https://clyp.it/dqb5rrty
  11. This is a little rock remix of the opening theme from the Pokémon anime series. It's my first remix of an anime soundtrack after making a few remixes for several videogames. I'm not the typical die-hard fan of Pokémon - but I loved the anime when I was a child. Pretty fluffy and hearty stuff with a nice touch of adventure. Some time ago I've listened to the opening theme of the anime once again which has a really decent melody I still like - and I thought that this could be a nice track for improving my virtual guitar skills. So, I put some effort into the articulation of every single guitar note. Sometimes I tought for hours about where the different articulations or playing techniques (like long played notes, hammer-ons, tappings, slides or some FX guitar sounds) might fit best within a short guitar sequence. But I got into it after some time and I think this helped me improving my music production skills a little bit - especially for creating much more realistic guitar sounds. Thanks to my really awesome virtual guitar amplifier Vandal I could give the guitar sound its totally unique style and make a decent final touch with a little bit hall reverb and a little bit more pinging stereo delay - really good combination for reverberant but also strong, assertive guitar sounds. I've also enjoyed working a bit more with velocity dynamics to bring some more life and vibrance into the track - but it's still pretty tough for me to find the right balance between the velocities of the different tracks within a song. Already a velocity value change of just 10 out of 127 can make a perceivable difference between hearing single notes in the whole mix and not noticing or at least not feeling them anymore. But I will work on this in the future. Just as usual I've mastered this remix at EBU R 128 loudness standards and used absolutely no compressors or limiters for keeping the full, natural sounding dynamic range and best possible hi-fi sound quality. So, check this stuff... Original Intro Theme: >>> ---------------------------------------- Newest version of my remix: 1.0 >>> >>> https://clyp.it/ymrif5kn
  12. I've tried some stuff with the whammy bar emulation stuff to get it as realistic as possible. 1) The tip with articulation setting is pretty good. The best results I've got with hammer-ons, tappings, fx guitar sounds and harmonics. Harmonics can be pretty nice to wham out longer notes into silence if don't have an aftertouch function at your midi keyboard (to control the velocity of the key after hitting it). 2) Use a vibrato/LFO on the guitar sound (at my sampler I can set that the vibrato/LFO of the guitar sound with a defined frequency begins 0,7 seconds after playing the note, for example - can also automate that stuff). 3) Bevor you do anything with the pitch wheel make a jump of at least 4 or 5 semitones (upwards or downwards) and keep holding both notes after playing them (don't have to hold the note at harmonics of course) - for example play c2 and jump to f2 (or to fis2 or a2, for example). A jump from c2 to h2 (or "b2" at international rules) doesn't sound too nice as well - because after b comes c again (no distance of at least 4 or 5 semitones). If you want to jump between different octaves some combinations sound differently nice (for example - never jump from c3 to e1 and hold the keys - doesn't sound good - but if ya do the jump from e1 to c3 it may sound fairly nice). 4) After doing the jump with hitting the second note/key >>> move the pitch wheel and you'll get some awesome rock guitar whammy sounds. 5) If ya want to have it even more realistic try some volume automations in a similar way the pitch wheel is going to get some tremolo effects like in the video link (there's a pitch AND a volume/tremolo stuff going on - I guess it should be called "pitch tremolo bar" over just "tremolo bar" - maybe the reason they 've found with "whammy bar" a completely different name which is not too long and complicated).
  13. At the moment I'm trying to improve the amount and quality of the articulations of my VSTI guitar sounds in my DAW. There's a lot of great stuff you can do with the keyswitch buttons, the mod wheel, the pitch wheel and all the possible automations of course. But one thing I haven 't found out yet. It's about how to emulate the techniques with the whammy/tremolo bar of electric guitars which can give some really awesome sounds >>> It's stuff like this I mean: https://www.youtube.com/watch?v=sAeD9-J8exk According to my knowledge a whammy bar is a device on modern electric guitars that allows the player to give or take tension from the chords/strings of the guitar. Different tension of the strings means that there is (at least) a pitch shift is going on - and as it seems (sounds) it 's a much different pitch shift than normal bendings and vibratos you perform with your own hands directly on the strings. So what's the big secret of the whammy bar if you want to emulate this in your DAW - or is there something like a special VST plugin for this?
  14. Yeah, I know - but what I hear depends also on the device (speakers & the sound in the room, headphones) I'm listening to. At my speakers and headphones, both was fairly okay - at your headphones or speakers the harp might have been a bit too loud. That's why I never fully trust what I hear through my headphones and ask the spectroscope additionally. For the next version I think I'll try a little compromise for the loudness of the harp between your as well as my acoustic perception.
  15. Recently I was totally in the mood to make some remixing stuff for the good ol' beat ' em up series Battle Arena Toshinden for the very first Playstation generation - one of the few fighting games which haven't had just good gameplay, cool characters, great special effects and a pretty interesting background story - no, the Toshinden series have also had really awesome BGM tunes which are really made for fighting. So, I decided to make a little remix for Sho's Theme from Battle Arena Toshinden 2. Here it goes... Original game track: >>> ---------------------------------------- Newest version of my remix: 1.2 >>> >>> https://clyp.it/3dj3to2t All the other informations are in the description of the uploaded content of the Youtube version. Enjoy & give me some feedback.
  16. So, for the orchestral drum ensemble I think I will add some reverb to let it sound less hard (actually forgot to make any reverb there - it's 100 % dry - sounds much better with about 10 to 15 % reverb into wet scenario). After listening to my remix a few times, I don't think that the snare drum in this area is a big problem (there's really no extra distortion or stuff like that - maybe it's cause of some drum buttons in this VSTI make pretty heavy sounds - but it's mostly because of the absolute dryness of the drum ensemble - will fix that in the next version update). Another (much bigger) problem I'll fix in the coming update is the shaker sound in this area - this is really far too monotone - could be much more rhythmic. Would totally bother me if the happy southern island people would be stiff like that. Maybe I'll also try some variations in the drum and lead melody section.
  17. I actually hear a lot of new stuff within this orchestration compared to the original and I always wanted to listen to a orchestrated version of this soundtrack which is a lil bit more closer to the original. So for me it's really a lovely grab in the honey pot - just spoken as a hungry bear. Maybe you could make this track much longer. Do you remember the intro of the following Secret Of Mana game (Secret Of Mana 2 or called Seiken Denetsu 3 in Japan)? >>> https://www.youtube.com/watch?v=SEBpLMSw_Os Would be great if you could enlarge your orchestrated masterpiece with some stuff from the Seiken Denetsu 3 intro theme - I think there would be much better opportunities for some nice variations and completely different melodies. --------------------------------------------------------------- Besides, "Goomba" is not my nick name in this forum - it's just a ranking which depends on how much threads/comments I've posted. My nick name (Master Mi) is shown above my ranking name. So, your nick name is Ganaé and your ranking name has changed from "King Hippo" to "Chocobo" some days ago, because you got a total of over 20 posts then.
  18. I think, the guitar part is pretty fine. Just the piano stuff got worse compared to the previous version I think. It's too dominating now - like Rozovian I think that a little bit more reverb & less damping of the piano for a lil bit pad-like sound would fix that. I also liked the lil bit off-timed piano notes in the previous version - had definitely style. But, hey that's just a small pigeon poop on the cleaned balcony. The track is radically awesome and a very great reinterpretation of the original tune!
  19. Your orchestrated remixes are absolutely great. Try it and give 'em to the judges. )) Besides - just like me you obviously master your tracks pretty close to EBU R 128 standards (program loudness about -23 dB at maximum) and without any (or much) compression/limiting, don't ya?
  20. I've finished the newest version 1.3 of this remix. Check it out here: >>> >>> https://soundcloud.com/master-mi/star-tropics-the-fire-of-the-southern-cross-master-mi-remix-version-13-wav In this version 1.3 I've made a few new things. First of all this was my last remaining soundtrack I wanted to master at EBU R 128 loudness standards without the use of compressors and limiters for the best dynamic range, the best hi-fi sound quality and - of course - for keeping all the characteristics of clean, organic and natural sounds. On the other side you can also save a lot of time by getting away from futzing around with compressors and limiters which are actually not necessary for making good music. You just have to put some time in the mixing stuff instead - but with much better and cleaner results. So, now all my remixes are mastered at these pretty cool EBU R 128 standards - there aren't any more problems with annoying loudness differences between my songs after getting away from the peak-level-based mastering to a mastering style that goes for a fixed program loudness (at EBU R 128 the maximum program loudness is about -23 dB) where the peaks play no longer a major role you have to carry about the whole time. Besides - if we talk about the disadvantages of compression we should also talk about the disadvantages of compressed sound formats. Before I had created this remix update I've exported my music projects only as MP3 files with a bit rate of 194 kbit/s. But this time I recognized that this can mess up the sound at some points of the track - and if it's only one single messed up high drum note - you will hear it with a good sense of hearing. So I decided to upload my music projects based on uncompressed WAV files from now on. Secondly I've created some overlappings in the strings section. Not the big deal - but sounds quite better now. And lastly - the probably biggest improvement of all - I've made this remix about nearly 1 minute longer. Therefore I've added a very big and natural sounding drum ensemble that really fits the lovely southern island atmosphere and that goes together with a slightly changed flute into a nice finish. I'll keep working on this track - hope you like the improvements and changes I've put into this version.
  21. Pretty nice arrangement/cover. Sure you don't want to make a whole remix out of this track or at least add some instrumentation?
  22. Awesome shit, dude. \m/ Like the contrast of the calm piano-pads-&-synths parts and the heavy guitar stuff (love how the electric guitar goes berserk mode at 2:47). Do you record your electric guitars live or are those well-automated VSTI? And don't worry about some untimed piano notes - arabian (off-beat) style, sounds great. I totally like your music style and what great tune you have made out of the original game track. ------------------------------ A little fine tuning and the track is finished. Maybe some guitars could have a little more reverb/delay at some points to go for a nice walk with the upper instrumentation (maybe some reverb/delay automations).
  23. Thanks for the detailed Feedback. Of course I will progess with developing the track - the next step will be several automations - but this might take some time. So for the rest... 1) At first - the piano part will guaranteed remain as it is from the structure - maybe I will include some less dominant, supporting and natural sounding pad sounds - but not much more there. Never thought about making this intro too complex - cause I think it might kill the silent viola solo afterwards. I would rather prefer to bring in some piano chords in the parts after the viola solo plays - might fit as a middle man between the harp and the bass. The pause in the piano part at 0:18 was not intentional to fit the video. Never thought about making a video when I was creating this track several months before starting to make a movie with ingame scenes. I just played this piano part just by trying to feel the melody - and I felt a about 5 seconds lasting pause there. Could be a good part for a light pad to bridge this smartly and in a decent way maybe. 2) The viola will be definitely volume-automated und maybe gets some tougher velocity varieties in the next version. Though I still like the sound of the sample without further automations. 3) The thing with the harp's a bit strange. My metering device shows me, that it is about 1 to 2 dB more silent the the piano part at the beginning and nearly the same program loudness of the single guitar lines afterwards. Maybe it's because of the stronger peaks of the harp, the strong reverb/delay and the bigger velocity differences within the harp part. The problem is, that if I turn the volume of the harp about 2 dB down, it totally perishes within the bass. Automating the bass in attack, volume or velocity doesn't seem to bring too much useful effects. Not quite sure what I will do there - I definitely want to have a calming harp part in the beginning - maybe I'll try to play another octave or smooth the velocity differences of the harp a little bit. 4) For the electric guitars I will try some velocity variations and volume automations in the next version - not sure how I will do the pitch stuff without imitating some heavy fingernail blackboard scratches - but I'll try a few things. I will also automate the timbre of the acoustic guitar chords for the next versions. Let's see what I can do.
  24. This is a little remix of one of my favourite games from the Final Fantasy 7 series I'm working at since a few months. "Wings Of Freedom" is my interpretation of the OST "The Price Of Freedom". I wanted to create a remix which is a bit more feeling, but also goes into a stronger rock ballad later on - a good track for combining some genres without getting lost of the soul und background of the track. It begins with a little live recorded piano solo (played this just by ear - it contains also a nice melody that only appears about one time in the whole game), followed by a calm viola part which goes over into a part with a harp, guitars, bass and drums and which leads into a stronger, soulful rock ballad with several electric guitars towards the end. The rest of informations that might be interesting for listeners and remixers is in the description of the Youtube upload. It's also the first remix I've created a video (with ingame scenes) for. Hope you and especially the fans of Crisis Core - Final Fantasy 7 enjoy it. Original game track: >>> -------------------------------------------- Newest version of my remix >>> 1.2 >>> >>> https://clyp.it/vx2pp4xy
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