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DarkEco

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Posts posted by DarkEco

  1. Oh sorry, my last sentence was misleading. I haven't bought Komplete yet, it's just the thought of investing in it was swaying me away from Falcon. I don't make EDM, more electronic rock. I demoed Serum and really liked the GUI and visual feedback but the sound was almost too clinical to my ears. I also wasn't a fan of the presets. While i don't like to rely on them it's handy to have them for inspiration, but it was dominated by aggressive dubstep inspired patches. I'll maybe play around with it a bit more and see how i feel. Thanks for the input, it was helpful!

  2. 1 hour ago, Mazedude said:

    Ooh, I'm a Dead Space fan, let's check this out. 

    All in all, not bad! Not an easy task either, I did a couple similar sound-replacement homework assignments when I took classes at Purchase College. It pulled me in, I kept wondering "where are the necromorphs?" The only things I'd nitpick would be that the door opening sounded longer and slower than the corresponding visual of the door opening, and I felt the chainsaw weapon (I'm blanking on the name for that one) could have been a bit louder and sharper. But generally, good work. How'd the University folks like it?

    Thanks for the feedback! Yeah, i wanted to choose a section of the game that had a lot of quiet time as well as necro encounters so there were more design opportunities. I'm glad to hear it pulled you in. The jumpscare was great fun to make! The Ripper (the chainsaw) was pretty interesting to design. I used an electric shaver layered with a hand blender for the motor sounds. For the much harsher metallic sound when it makes contact with the enemy i ran the sound of a kitchen knife being sharpened through two granular synths. The first had the middle section of the audio recording repeating for a constant scraping sound, then the second one had the tail of the recording which was a high pitched "shiiiing" repeating with a random LFO on the amplitude so it added a much sharper feeling to the overall sound without being constant. I only submitted it today so no official feedback yet but i've had very positive reception from my peers.

  3. I need some input on whether you feel your purchase was worthwhile. I'm pretty excited about this software but i find it odd that i've never heard of it! That's like not knowing what Omnisphere is (probably). I'm an Omnisphere user and the main use i've got out of it apart from burning pianos (never actually used it but it's always the one that's mentioned) is the granular engine for SFX design. I never build actual synth patches on it because the UI really just doesn't vibe with me. I'll tweak things on an existing one or mangle things until i get something interesting but it all feels quite under the hood. So i said to myself "Right mate, it's time to get that go-to synth!", and thus began my Plugin Boutique spree...

    I tried a number of demos but in the end i felt like i was going to have to buy multiple synths to cover all grounds, and two of the best rated softsynths will cost more than one infinite Falcon. I'm really interested in something modular. It requires a bit more work i suppose but i like experimenting and since i'm gearing towards a career in sound design i need flexibility. I know Zebra2 is very popular for this reason but i feel like Falcon has a lot more going for it since you have infinite everything limited only by CPU and RAM. It makes more sense in my head to spend £150 more on that because you can't really get better than limitless. I also like that the UVI sample libraries can be loaded up in it too, not that i own any though.

    So what's the deal with this software? Are people actually using it and supporting it or is it crashing and burning? Can you see 3rd party developers creating UVI instruments in a similar way to Kontakt Instruments? Investing in Komplete is probably the main thing stopping me from buying this thing...

  4. You need to make sure and post the source material the remix is from. It could be the reason you've not had any feedback thus far.

    The synth that comes in at 0:24 feels too static to me. Try to make the patch more interesting and animated. It doesn't have to be a lot, just some form of movement. I also feel that synth is a tad too bright and is clashing a bit with the second synth that comes in at 0:48. Maybe filter out the highs a bit more. I think if it's softer it'll sound more spooky as well, which would compliment the Silent Hill feel. It definitely sounds spooky later on with that strange chanting in the background. I love that. I really like the percussion you have going on but at the moment it feels a bit flimsy and lacks impact. The overall progression feels a tad repetitive. I found it hard to stay interested right through to the end. I don't know the source material so i can't see if there are any other movements you could rearrange and work into your remix. It feels like it needs to build up to something more rhythmically energetic or generally louder because it's kinda going at the same pace throughout i feel. Maybe bring in some louder strings for a climax.

    Overall i really like the vibe though! You've definitely captured the Silent Hill theme well!

    EDIT: This is just me nitpicking and has nothing to do with the music, but a more imaginative name would be good too :P Unless of course that's the name of the source track you're using, in which case feel free to tell me to p*ss off.

  5. You need to put up a link to the source material otherwise it can't be accurately evaluated. I really love the sound of this but without a source track nobody will be able to tell you how related to the source material it is.

    One thing i will say is that is far too repetitive. Something new should definitely happen at the 1:30 mark because as it is it's just a piece of music looped 3 times. I'm not an evaluator but i can tell you with 100% certainty that it won't be accepted.

    Also (just going by what happened with my submission) i believe it's the evaluator that will mark your track as "Completed". You'll probably want to tag it as "Ready for Review". Mine was marked completed for me by the eval. Just a heads up in case nobody looks at it because of this. Maybe an eval could confirm this for me?

  6. Hahahaha this is absolutely brilliant! The only real tiny thing that bugged me was that the sample of the "elevator" that plays at the start isn't in time with the beat!! Could you try either time-stretching or slicing and crossfading to sync it up? I also agree with Rozovian that there are a some samples that feel a bit to randomly plonked and don't add much to the experience. I would also maybe like to hear it progress to a different arrnagement after the "rage sample". Goes on a bit too long.

    I was one of the idotic few that never figured out "That Barrel" until they were about 20 years old! As a massive Megadrive Sonic fan it was really strange experiencing the Carnival Night boss for the first time ever that much later on in my life. Let's be honest though, it was pretty daft game design. At no other point in that game or the entire series had it been introduced as a mechanic! It was genuinely the last thing i thought of and i hate myself!

    But sweet remix anyhoo. It triggered me so it must be good :)

  7. Sonic CD (U.S) is one of my all time favourite soundtracks, Stardust Bad Future being the best of the bunch for me. I like what you have going here but it's not sounding particularly full and pleasant. There is a severe lack of high end right now. Where it kicks in at 1:15 could really do with some sharp hats to add more energy throughout that section. It goes without saying that it needs to evolve more, but it's a WiP so that's understandable. As for the voice, lose it. It's distracting and not rhythmic at all.

    I've never really listened to house music, but i've immersed myself in plenty of electronica over the last few years to sorta kinda know what i'm talking about, i think (probablynotprobably) :P Do this soundtrack proud, bro!

  8. On 15/06/2016 at 10:51 PM, JJT said:

    Setting up digital licensing is pretty easy through https://loudr.fm. Something to consider if you want to try monetizing your covers.

     

     

    The term "cover" is actually something i want to equire about also. I always thought of covers as re-recording a composition in it's original form (like guitar or drum covers you see on Youtube). What actually defines a cover, remix or re-arrangement? What would OCR fall under? I referred to a piece i'm currently working on as a "remix", but i was told that since i wasn't remixing the original audio it was classed as a "remake".

  9. I'm a tad confused on the subject. It's probably been asked a million times but i typed "monetising" into the forum search a nothing came up.

    Google searching has turned up a firm "NO" on monetising remixes, but these appear to be for mashup style mixes that use original audio. It even mentions "original audio" in the YouTube policies. But what about OC style mixes? If i create a track based upon an existing track but use none of the original audio and i alter the melodies, structure, key etc?

    The OCR FAQ's state:

    "Basically, as long as you do NOT make any profit directly from its usage AND you credit both the artists and http://ocremix.org for each track used, the answer is YES, you have our blanket permission to freely use OC ReMixes. In those specific circumstances, that also means you do not need to contact us to formally ask.

    However, if OC ReMixes themselves are monetized, being sold in any context, or you're generating revenue from ads while hosting OC ReMixes, the answer is NO. In those instances, we recommend getting individual permission from each artist."

    From what i can tell this is referring to the remixer as the artist, yes? So as long as you get permission from the remixer then you can monetise the video the track is used in? Where does the original composer come into this? I'd love to be able to monetise my original mixes, but i'm feeling like this is sounding to good to be true...

  10. Feeling confident enough with my production and remixing now to attempt my first submission to OCR! Would like to hear feedback with what i have so far. I've been trying to merge acoustic and electronic, since i'm heavily inspired by rock guitar virtuosos and some electronica artists.

    Original - https://www.youtube.com/watch?v=13dpyKI3dHg

    Remix - https://soundcloud.com/darkeco/extinction-party-final-master/s-S2Gm5

     

  11. Thanks for taking the time to listen over this, I really appreciate it. I'm currently using FL studios Maximus as my multiband/limiter. I was using the one in Cubase but I really felt I needed the visual feedback Maximus offers as I'm not great at hearing the effects of compression until it's too much.

    Could you offer any advice on how to make the drums more interesting? I'm better at it than I used to be but I see that they're really lacking flare (and the toms in the intro and outro just suck).

  12. 1 hour ago, timaeus222 said:

    I actually like the setup that 0:00 - 0:30 does. That intro reminds me of something by Dream Theatre.  I can say more later, when I actually have my good headphones on and I have a more accurate stereo field. Also, I know you said "mastering", but maybe you meant "mixing". My initial impressions are that:

    - I'm pretty sure I'm hearing either slight overcompression, or overcrowding plus weak/overly clean drums at 1:12 - 2:00, but I'd probably be more sure later.

    - The drums are decently mixed, but it's one of those situations where it's "good but not great". They get the job done, but are merely good enough. They aren't that strong/punchy. I can barely notice the kick, the snare is there but not that upfront, and the hi hats/etc could be a bit louder.

    For example, these drums are quite punchy, because they've had some careful distortion added, as well as some parallel compression (especially the snare). Notice the right-panned toms at 0:51 - 1:06? Yeah, they're pretty quiet, but if you know they're there, you can hear them. The little details like that should be able to be heard in a well-mixed track.

    - The rhythm guitar is alright. Kind of like the drums, it does its job, but IMO, it's on the borderline of not quite good enough. When 1:12 comes in, the rhythm guitars get a bit buried because of the lack of low end (near 200 Hz).

    - The lead guitar is not too bad (the playing sounds great); it sounds loud enough before 2:48. At 2:48, it gets a little buried, and if not for the wah pedal adding motion, I might not hear it as well. So from this, I would say to check your midrange frequencies in the rhythm guitar. There seems to be some midrange clutter that obscures the lead guitar in the denser timestamps in the mix.

    Well Dreamtheater happen to be my favourite band! It's definitely inspired by the intro to "Lines in the Sand", even though that wasn't my intention. Btw I did mean mastering. In class we did a mixdown and then we were introduced to multiband compressors, limiters and stereo enhancers to master our mixdowns. So this is my mastering attempt. I managed to get the volume to the level of some commercial references, but I guess I need to mix better so I can ease off the compression.

     

    Edit: I just saw you linked the same DT track haha

  13. 12 hours ago, Slimy said:

    I feel that at 1:12, the sheer loudness of everything was drowning out the melody and counter-melody, which might otherwise sound very good. Same at 1:44. The guitar sound doing rhythms isn't the melody until 2:32 - it's background, and yet it sound overpowering whenever it plays. I think the song overall can afford to be not-so-loud at times.

    I've never been to university though, this is possibly the blind leading the blind.

    Did you arrange this as well? If so, I think the drums could have some more complicated writing, but I like the arrangement overall.

    Thanks for the feedback. The chorus is the part I spent the longest mixing for that very reason. I'd hoped it was sorted, clearly not though. Also, I'm no drummer, so I'm not great at writing them. Could you give me any advice on how to make them more interesting?

     

    12 hours ago, dannthr said:

    I agree with slimy, you have some pads that are muddying up your mid-highs, right where your main melody sits, cut out a space for your melody.  Remember, when you work a long time on a track (especially when mixing), it's really easy for you to hear something you already know about than it is for someone who doesn't know what's coming to hear it.  It's a mental trick your brain plays on you as you become increasingly familiar with a pattern, it becomes easier to spot the pattern.  This can create an artificial sense of clarity where it doesn't exist.

    Yeah, I noticed in the first few days when I couldn't remember exactly what I'd wrote it sounded different to later on when I could remember it better than my own name.

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