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Uffe von Lauterbach

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Everything posted by Uffe von Lauterbach

  1. Is that what you were talking about? If it was, I'm glad I was able to be of some assistance.
  2. That's unfortunate. Of course, I suppose the positive thing about getting this for free is that it came with .wav samples. What do you mean? The file "Impact Soundworks CSD" comes with a "Patches" folder that has the .nki file and a "Samples" folder that holds a ton of .wav files. Unless I'm misunderstanding you.
  3. I tried getting my nephew to play Super Mario Bros. He died on the first level. I had him try Kid Icarus. He wasn't all that enthusiastic about it. I personally think that if a kid can't beat Super Mario Bros., he cannot call himself a gamer. That game has a certain level of difficulty that even I still have trouble beating this very day, but it's not impossible.
  4. Wasn't Hans Zimmer behind both compositions in those movies? It wouldn't surprise me that his music would have similarities or even identical themes.
  5. Anybody here know how to install an .nki file in FL Studio? It's not appearing when I refresh to add a new channel and something such as DirectWave is telling me it is an encrypted file.
  6. I took a listen to the two original tracks and heard what I'm sure you heard the first time you thought of this idea. It's interesting. I feel like I heard more Mario than I did Castlevania. If you could transcribe the rest of the melody from the Castle Center, no doubt would it blend perfectly with the Castle Theme. I personally would love to have a go at taking these two and creating a remix of my own, but then I'd feel like I was ripping your idea off.
  7. I'm not sure what captivated you about the original, but your remix got my attention.
  8. Wow. I really like how you transitioned the basic melody into the theme that's in Twilight Princess at 1:12. It was unexpected. To be honest, several seconds later was unexpected. I like this. The comment about SoundCloud downloads, you can enable or disable the download. Where your song is at, go to the pencil icon next to the "Share" button. You'll be redirected to another page where you're allowed to edit the title, image, description, etc. Way down below is the Advanced Settings. If it says "Download disabled", click it once and it'll be enabled. That's if you want to make this downloadable.
  9. You may just have to transcribe it to the best of your ability, then. Up to you, though.
  10. Maybe it's not the exact PSP version, but isn't the one titled "Battle" under the "Japan Only" the theme you're looking for? Unless it just has the same recurring theme but is actually completely different. Final Fantasy II
  11. I remember listening to one of your remixes a few years ago. I really enjoyed it. This Torvus Bog remix is pretty good. The moment I started listening to it, I immediately forgot what I was listening to and thought of Donkey Kong Country until I heard a familiar arpeggio. I've been listening to this non-stop just entranced by the sounds. I like how the progression builds up in this.
  12. I'd bring out the sidechain a little more. Unless my ears are playing tricks on me, it's kind of subtle. Maybe have a punchier kick, and throw a strings synth behind the synth that comes in at 0:55 - 1:08. I like the dark trance sound overall. In my opinion, the clanking melody that comes in at 0:26 sounds cooler in comparison to the bells in the original.
  13. But it wasn't bad to the point you should just give up on it. Even if something is bad, you shouldn't just give up on it unless it's fubar. Take the MIDI I posted, throw in a saw synth and see what it gives you, assuming you didn't delete the project. There isn't even a Tatsunoko vs Capcom remix yet. That should at least give you some sort of motivation to be the first. Don't quit.
  14. I wasn't expecting this to go all out. The intro seemed pretty mellow and then suddenly drums. Pretty good remix.
  15. I collaborated with a friend a few months ago and we used a synth organ that was in NI Massive, so maybe I can switch to that since all it was was just a synthesized. I know the one I'm using now is synthesized, but I think that one is actually meant to sound realistic. I never thought about the juxtaposition. I just slapped it in there originally because that's what the original had. I understand. I can't remember where on the site I read about realism, and I actually like that it needs to pass that, that way nothing just sounds like MIDI. I'd personally like to have a section where it just has the whole Multi-Man Melee 1 part, but yeah, I'll see how I can go about stripping each part to fit or change from the original. I'll give the remix you posted a listen. New or not, all criticism is important to me, that way I can make the best out of this track. I liked the Captain Falcon "Hooyah!" sound and then the Samus Charge Shot sound, then I got a little crazy with voice overs and thought, "Maybe adding the narrator's voice here would sound nice," because at that part the guitar just goes 1, 2, 3, 4 with the kick. I'll have to hear what 1:12 sounds like, I woke up and can't remember. xD I take all of your guys' advice, though. So thanks a lot!
  16. I should probably swap out the organ, then. I'm not really fond of the lead to be honest, so I know what you mean with what you said about it being grating. I can't really help with 1:04 since that's what I heard in the original, as far as notes go. I'm still thinking about how I can start this off. Thanks for the tips.
  17. I got done transcribing Multi-Man Melee 1. So the remix is far from being done. The drums are just a placeholder for now. I plan on changing them later. I'm debating whether or not I should remove the organ part at 1:02, which is in the original, but sounds weird in my remix. I'm also debating on whether or not I should keep the narrator's voice. I'm not looking for an evaluation on anything that has to do with mixing down and such. Any other feedback such as what I could add and whatnot is fine. Source: Remix: Faustkampf
  18. I definitely had to share this with my brother who just absolutely love the Metroid series. This is breathtaking, and with the video, that just makes it even more enjoyable to listen to. Great job!
  19. Around the 0:19 mark, I thought for sure I was about to hear a dubstep remix. I like it for the fact it's something different.
  20. I like your choices for the chord progression. I'm not really fond of the trill at 3:02. It's kind of jarring. Perhaps if you took it one note down, it would probably sound right. Anyway, you know what you must do, so I don't really think there is much for me to say. I can't wait to hear the final product.
  21. Audio Overload let's me save the .spc file to a .wav file, but it's not showing up when I save it. I'm going to see what nsf2midi is about.
  22. Are you using just one kick drum? Some people layer one or two more behind the first to change the sound and give it a little more oomph. EQing, compression, and some volume reduction is important, I think, otherwise you might end up with a distorted kick which isn't pleasing. I'm not sure what kind of Digital Audio Workstation (DAW) you use, and if it's FL Studio, then the image below should be familiar. In the Master Channel on the mixer, I remove the Fruity Limiter and replace it with the Parametric EQ 2 above (which I'll call PEQ2). The above image is to analyze frequencies and to listen to where certain synths sound good. I do so by grabbing the yellow Freq or just grabbing the circle icon and moving it left and/or right to listen where something might sound good. For example, a typical concept would be listening where the kick drum is at. That usually ranges around 60Hz - 90Hz, I want to say. I guess it really depends on what kick you have. It could be a bit higher I suppose. When you're not using the analyzer, be sure to turn it off, otherwise you're not going to hear your whole mix. When it comes to your leads and/or bass, you want to make sure that nothing is clashing with one another, otherwise it just sounds muddy. So let's say that your lead is at 1225Hz and you put a fat bass in, but it's all over the place, thus not allowing you to really hear anything else. So you decide to turn it down. Okay, but that makes your fat bass less noticeable. You could analyze it and find that it's prominent in let's say 188Hz. So your lead is at 1225Hz. In the PEQ2 for your fat bass, cut out some of the frequencies at 1225Hz or as close as you can get to that number and you'll hear that your lead can be heard better. If you take a look at the BW wheel in the image, that tightens or widens the frequencies. Tightening it makes more space for other sounds around it. However, doing too much tightening can make your sound sound bad. Widening it brings out more, but doing so could make your mix muddy, so play around with it and see what brings out more clarity and what doesn't. Boosting is useful when EQing, but cutting is also just as beneficial. Boosting every range to get everything heard just makes a mess. For now, I'd just reduce the volume in the mixer (not your Master Channel volume) so you can get an idea of what your remix might sound like and then adjust the volumes, EQ, and add FX later.
  23. The kick is really loud and repetitive. Even subtle changes to the rhythm can help here. I could be wrong about this, but cut at 247Hz for the kick drum to maybe give the bass a little more headroom. I think the kick itself is more prominent at 62Hz or somewhere within that range. Also, I'd personally layer the bass and the lead synths to maybe give it a fuller sound.
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