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About JohnStacy

  • Rank
    Mudkip (+150)

Profile Information

  • Gender
  • Location
    Amarillo, Tx

Contact Methods

  • Website URL

Artist Settings

  • Collaboration Status
    2. Maybe; Depends on Circumstances
  • Software - Digital Audio Workstation (DAW)
  • Software - Preferred Plugins/Libraries
    Cinesamples, Default Logic Plugins, Fluid GM3
  • Composition & Production Skills
    Arrangement & Orchestration
    Mixing & Mastering
  • Instrumental & Vocal Skills (List)
    French Horn
    Saxophone: Alto
    Saxophone: Baritone
    Saxophone: Tenor
    Vocals: Male
  • Instrumental & Vocal Skills (Other)
    Jazz Improvization


  • Real Name
    John Stacy
  • Occupation
    Teacher/Freelance Jazz Performer

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2,628 profile views
  1. SO For the most part, find out what you like. Go on a soul searching adventure to find out what you like, and why. A friend of mine was active at OCR, and several other communities as a metal guitarist. More recently, he learned that while he was okay with metal, he really loved and wanted to do other things - jazz, gospel, blues, classical, etc, but felt before this point that he had to play FOR other people. Find out what kind of music you like and why you like it so you can put yourself into what you produce. If you are making something because you think other people will like it, it will be hard to put yourself into it and the result may not be something you're proud of. Once you have an idea what you want to do, really dig into what makes that thing sound the way it does. If it's rock, is it a certain guitar tone? Is it a type of drum groove? If it's classical, is it a type of orchestration, is it a type of chord voicing? Etc. Once you find out what you like, really dig into it and find out what makes it tick so you can create things in that style authentically and effectively. Create, A LOT. Start a remix, and challenge yourself to finish it regardless of whether it's good or not. If you produce a finished thing, and it's bad, you can quickly find out what is good or bad about it, then start a new one. Use what you learned, avoid some mistakes, etc. Create as much as you can. You really won't make the same mistakes over and over again, right? Experiment with new things, find out if they speak to you. An important thing to note about that last point, it's easy to get caught in this insecurity of thinking that what you produce isn't good or people won't like it, then hide it, or not finish anything. Nothing will ever get better that way. Join the community. The forums are nice, but a lot of conversation and activity happens on the discord server, link at the top of the page. This is what I have off the top of my head.
  2. Well Since I do literally everything in notation first, THEN record, I actually should have sheets for everything I've ever done. Just looking through old files, I have these scores: Metroid Title Screen is Cazador De Recompensas Underwater is Reflecting Pool (to be posted soon) As Blew the Winds So Forward Marched Time - Full Score.pdf Metroid Title Screen - Full Score.pdf Underwater (Horns) Double - Full Score.pdf
  3. I saw it on a date with my wife a few days ago. I thought it was very good. Enjoyed it from start to finish and would highly recommend to people.
  4. I have a lot of music I need to write over the next few months. None of it is NDA (most of it is for my entry portfolio for a doctorate program), so I can be completely open with it. If I were to livestream composition on twitch, what kind of format would you enjoy to watch? Just dry composition, or what?
  5. Wait, so Renaissance modes are basically quite similar to modern modes, just following counterpoint rules from the period? I thought they were more similar to the ancient Greek modes.
  6. I was mainly approaching from a performance practice standpoint and how to apply it appropriately in the writing process. I am going to read through this Treatise you have presented here, because I am quite interested in learning about Renaissance modes, and possibly applying them to modern music.
  7. You know what, now that you put it this way, that really seems to be it, now doesn't it?
  8. The identity thing is one I actually hadn't even considered, but now that you bring it up, I definitely think that is a big factor. I actually realize that I did the same thing with both the playstation and xbox, and also different games and series. My first jrpg was Tales of Symphonia, and turn based games really didn't appeal to me after that. This was 2004 and it has taken me until this year (2 months ago) to actually start playing Final Fantasy, and that's because I actually played Tangledeep first. But I think that was because the people who played those games were people I didn't want to be around, so I did make the association. You've given me a lot to think about.
  9. For the most part, any good DAW will be good for this, provided it has the right features. Apple Logic, REAPER, and Cubase are all used to varying degrees. It's also dependent on how many mics you're using, what your interface/console options are, etc. If you're wanting to use a spot mic on every section, a decca tree, and hall mics, you're using something like 19-20 mics minimum. If all you have is an interface with 2 inputs, it isn't going to work. Alternatively, if you have the most awesome 64 input console ever, but only 2 mics, that obviously won't work. Even more, the amount of mics/inputs you have is completely irrelevant if you don't have a good connection. A lot of larger interfaces with more inputs use firewire connection, and some use other specialized connections. Most DAWs that are worth anything have the capability to process/record from many different inputs at the same time, provided everything on the input side of things is configured correctly. I get a lot of hate when I say this in certain circles, but Protools (we affectionately call it proodles) is the industry standard BECAUSE it's the industry standard. For the most part, there's this huge complex around "GOTTA USE THE INDUSTRY STANDARD OR YOU AIN'T KNOW CRAP ABOUT WHAT YOU'RE DOING." This is wrong. Even more so, the sentiment continues to Logic, Cubase, etc. If it functions well and does what you want it to do, it works. Reaper is a perfectly functional DAW for what you want to do for $60. Logic is cheaper than it's ever been, but still highly functional.
  10. You're really asking about an area that people actually get degrees in. Early music is basically the study of performance, theory, and history of the early classical period and before, usually about 1775 and earlier. Is a thesis on the subject. A treatise on the subject is not likely to exist. For the most part, instrumental training of the period required a master teacher to teach their students using their own methods, many of which either didn't survive or didn't age well. Composers also didn't really document these things until the end of the Baroque period, in that area of music that could just be called "18th century." The divide between classical and baroque at 1750 really doesn't make much sense, especially if you're trying to find stylistic information to inform your writing in the idiom. Rameau wrote a treatise on music theory, but that is more theoretical and less performance practice. I did some research, and found that harpsichord methods actually do an okay job of introducing the concepts, although a lot of it isn't really clear unless you have somebody familiar with the style going through it with you. You're going to have to look at it through the lens of a performer, and really try to dig in to the performance aspect of it before you try to apply it as an arranger.
  11. It was a very good deal. I only bought 2 more games since then for that console. I sold it to one of my wife's friends this last summer. Wanted her kids to be able to play what she had growing up. So now it is being put to good use.
  12. Lately, there has been a storm of things attacking Ocarina of Time as being a sub-par game entering my view, and I find the different perspectives interesting, and a lot of valid points are made. A lot of these things actually come from a wide time span, from about 2010 to a month ago, but for whatever reason the first time I see them is today. So I am going to offer my opinion on the subject, mainly because my graduate thesis piece on Ocarina of Time is to be released soon. Background in spoiler tags. Critiques are a wonderful aspect of the creative process. As a music composition graduate student, my professor tells me that if nobody hates what you do, it's because it's bland and uninteresting. If you have anything of value, somebody somewhere will hate it. So I see things I like in the same light. However, the intent of critique seems to carry a lot more weight because of this. More times than not, the intent is a lot more clear than the author may have thought. Most of the recent criticisms of Ocarina of Time seem to come from a place of "let's knock this game off its pedestal because it is only good because nostalgia." The reason I have a problem with critiques that come the place of dethroning is that they critique aspects of the gameplay and story much more harshly than they do for other games. In the example of story, one such critique praised Wind Waker, Link to the Past, and Zelda 1 for their stories, but attacked Ocarina of time for being uninteresting purely for the aspect that the whole story was centered around "go get these things, beat Ganon." The bad part about this is that the games they praised were centered around the exact same concept so the critique fell flat. This kind of critique happens any time somebody doesn't agree with the success of a creative endeavor. A few years ago, a list started circulating of the most overrated jazz artists throughout history, along with reasoning. The two most overrated jazz musicians on this list were Maynard Ferguson and Stan Kenton, with Charles Mingus being 3rd. This really struck me weird, as the reasoning was very shallow. Ferguson was attacked for his "sparkly, overly bright sound." He was a trumpet player who played in the high range. High trumpet is sparkly and bright. You can not like trumpet, but you have to admit that bias if you're going to give the defining aspect of the instrument as the main critique of the artist rather than dancing around it entirely. The same thing happens in critiques of software all the time. A while ago the notation software Sibelius was featured in a video on bad design, and within days there were people who had never touched the program talking about it like they were long time experts on it. It was interesting, because these people I know had never used notation software were suddenly questioning me why I used it, as if they were a mentor suggesting a better alternative. People who had never used notation software were all suddenly popping up with the exact same complaints about the program overnight. (Manifested in discussions about notation software and people trying to convince others away from sibelius because "but the ribbon is bad, and so are the dialogue boxes!") Back to Ocarina of Time, and to a similar extent Majora's Mask, a lot of the critiques really do seem to be trying to say "you only like this game because of nostalgia, and if you didn't have the nostalgia you wouldn't like it, and if you do like it it's because you don't know anything about good games." I will not contest that first part. If you honestly think that Ocarina of Time is viewed like it is without at least some nostalgia, you're wrong. The second point also is somewhat valid. I have known of quite a few people who played it for the first time as adults and didn't like it. Younger people who played it for the first time also don't get it. So you can make the argument that nostalgia fueled the view of the game as a masterpiece. However, if you're going to make that argument, you have to take into account that Link to the Past, Zelda 1, and Wind Waker typically get the same response. Apply to Mario games, Metroid, etc. This is where the argument actually falls apart in most cases. The last point is one I highly object to. I really never have gotten into the idea that people have where "if you like this, it's only because you don't know what good <thing> actually is." I was told that I only like Herp Albert, Weather Report, and video game music because I didn't know what good music is. I am almost done with a master's degree in music composition, have played as a professional session musician for a groups of a lot of genres (pop, rock, country, jazz, Latino, etc). I STILL like Herp Albert, Weather Report, and video game music. But now I know what really good music is, and I can listen to that too. I can listen to the greatest composers of the Classical music canon. I can listen to the greatest jazz artists. I can appreciate the greatest rock artists. I enjoy and appreciate all of those. But I can still listen to the ones I used to listen to. I have played great video games. I still like Ocarina of Time. I still like Majora's Mask. I am a casual gamer. I don't like highly difficult games, and never really have. Difficulty isn't a sole factor in determining a game to be good or not. I am not really interested in playing Cuphead for this reason. I play games mainly for story and progression. Yet, people like me are referred to constantly in these critiques as being "not real gamers." This is the equivalent of being told that "because you play casually, you don't know what a good game is, therefore you are wrong if you like this game." Part of the reason I dislike this kind of critique is largely because the intent drenched in passive aggression. The passive aggressive tone quickly becomes very obvious the more the person giving the critique repeats the phrase "I just don't get it is all." Backing away and looking at the discussion as a whole, it is perfectly clear that there is no intent to understand or try to communicate about it. You can say "I don't like this thing" without having to hide it behind a "I don't get why people like this" if you're not actually going to make an attempt to understand. It is okay to not like things, and it is okay to accept that people like things. It is okay to come out and say that you don't like a thing, and it is okay to justify why you don't like it. On the other hand, it's okay to like things, and it is definitely okay to not attack people for not liking things, which is what got us in this mess in the first place. For the most part, most of these critiques are riddled with people in the comment section that just attack back without actually contributing. "THIS GAME WAS GREAT YOU"RE STUPID" kind of comments. I guess that's just what has been bugging me lately.
  13. First game I bought with my own money was probably Super Metroid. From an ebay auction for a SNES and 16 games. This cost me $100, which I got from allowance from doing a lot of chores for people up and down the street. My family was quite poor, so $100 was a big deal.
  14. A good starting place is: It serves to introduce concert percussion, which can help in writing for them. A lot of people venture into orchestral/cinematic style writing, and write really bizarre things for percussion that sound mechanical and unmusical. Understanding how these instruments are actually played helps write for them effectively and improves the humanization of the music. For drum set, there is a spot here: Also published by Vic Firth, this is a good starting place to understand drum set. If you have a functional understanding of how drum set is played, you can write and sequence drum parts that don't sound mechanical. Then just a general percussion thing: These places are a solid place to start to understand percussion.
  15. Actually my focus for my master's is recording. The issue is that I'm isolated from campus, so all original composition recording basically falls on me, and I haven't been able to record the stuff yet. BUT I am releasing an original album in the next few months.