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Nase

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Posts posted by Nase

  1. Nice tom work. If they had more reverb it'd be a total blast from the 80's ;)

    The flutes sound very DKCesque.

    The way the bass is mixed sounds much better in version 2. Stuck out way too much before.

    In the part(s?) you added, the bassline loses too much definition I think.

    Some other balancing issues, like the detuned line coming in at the end being too loud/too rich in frequencies.

    The overall sound feels quite retro, but meshes together very well. Did you put reverb on the master or use any other master effects to have it that way?

  2. Thanks for going into detail. Agree with most of it.

    The 'bad instrumentation' you pointed out use samples from the game itself :)

    1:25+ sounds really trashy, I agree

    They *can* sound good though. 1:00, the chimes/bells in the background, that's the sample used in that infested temple pretty early on in the game, forgot the name.

    The piano is from SoM as well.

    Bass works ok on my speakers, it's true that sounds like this one sound weak on headphones most of the time

    Distortion at 2:28? Don't think the guitar is distorted thaat heavily. Maybe it's the combination of higher frequencies in bass and guitar?

    The ending I agree is quite a downer structurally although it sounds good on its own. Just when I had something cool going near the end, I cut it off because I got bored or something :P

    Don't know if I'll try to reduce the throwntogetherness or just use some parts as a jumpboard for a more cohesive remix. Or maybe include 20 other SoM motifs XD

  3. That narrows down your options to just about nothing.

    Huh?

    I've never really delved into making live loop music, but I've seen a lot of software looping devices, a couple of them free.

    Here are some that I remember:

    http://www.expert-sleepers.co.uk/augustusloop.html

    http://www.rekliner.com/?PageID=14

    http://www.plugins.timeshard.com/angstrolooper/index.htm

    If you check out these or some alternatives, give some feedback. It's something I want to get into at some point as well.

  4. Take it for a "lern 2 do sounddesing".

    Alternatively, http://www.hgf-synthesizer.de/

    Making pads isn't really rocket science, but if you look towards buying stuff as your first solution, it probably is.

    Most other posts I've seen by you were a bit more constructive...

    If you want simple stuff like analogue-ish filter sweep pads, then I agree, synthesizing them should be easy enough.

    If you want more complex, constantly evolving ones, I see nothing wrong with buying libraries. I personally never did though, as I'm happy enough with the free pad-oriented VSTs available.

    Definitely give Cygnus a try. If you want to do sounddesign, I'd get the GUI by Odo. But it has a lot of good presets either way.

    http://www.krakli.co.uk/cygnus.htm

  5. heh. Yeah.

    So just to reiterate and confirm your opinions, Squidfont should be okay for commercial use based on the fact that it's mostly a hardware based sample collection with no clear author?

    Thanks guys.

    Depends on your definition of 'okay'.

    If those are copyrighted samples from a workstation, it's not just a 'grey area' but simply illegal, i believe. And whatever the case, do you really believe this soundfont might've been done in a totally legal fashion? Who'd have the resources to do it?

    Now there are a lot more possible sources today, like e.g. those Creative Commons sample collections, but I think these haven't been around long enough. Plus you hear the hobbyist approach in them most of the time. Squidfont, however compromised the sample quality might be (even has a few screwed up loop points iirc), just sounds like it's derived from some professional source.

    If that wasn't the case and there was a generous donator who just wanted to offer a freeware orchestra to everyone (while owning the rights to it), I'm sure the internet would know about it.

    No one cares about you using it though. I doubt even the recording engineers/patch programmers of the original would give a shit about a soundfont rip that most likely doesn't hold a candle against the original product.

    But if the legality issue is that important to you, I'm afraid chances are you'll have to skip Squidfont.

  6. I played it a lot with a buddy in elementary school. I think we got to the 30s back then.

    The thing is that the level codes are relatively useless because you need all those weapons and keys from the lower, easier levels for the harder ones that follow later.

    Isn't it cool when a game is so tough to beat that legends surround it? Reminds me of the last Pacman level. It's something you don't see often in today's games.

    It would even be cooler if the later game content would be totally fresh and not just slightly different versions of earlier levels, but no developer in his right mind would design something like that :)

  7. More like 20 or 30?

    If you want myriads of drumloops, I recommend dogsonacid.com. I haven't got any direct links right now, but they put up big sampled drumloop collections once in a while in the forums. More Breakbeat than House, but there should be enough stuff for you as well.

  8. I think Anvil Studio saved your choice of instruments in the Midi in form of Midi CC commands, and the soundfont player of Reaper reads that.

    So you have to get rid of these commands that are at the start of the Midi.

    I don't know how this works in your host though. You might have to read up on automation in Reaper.

  9. These replies seem kind of intimidating to me

    I say just make some noises and figure out what it all does later :P have fun and learn while doing it, don't learn all this complicated stuff just to dick around in FruityLoops :D

    Honestly it took me a few years before I started making stuff that didn't make peoples' ears bleed, but looking back, it was a lot of fun to make all that retarded noise, I wouldn't go back and do it any differently.

    I WOULD recommend learning the piano as I did, playing the piano can be pretty fun.

    Man, I couldn't agree more. First and foremost, using a sequencer for the first time was just a load of fun.

    I can imagine though that it isn't when you open FL the first time and give up after 2 hours because it doesn't sound like your favorite Zircon remix or something.

    Thinking about it, I'm actually really happy I didn't really know shit about electronic music back then and didn't have anything to compare my stuff to on the harddrive. I was just constantly blown away by making bizarre melodies and programming weird synth patches without having the slightest clue about synthesis.

    And guess what, I still like most of my first tunes in terms of originality. Even though they can get pretty hideous :P

    So yeah, have fun. Lack of knowledge can be a blessing when you use that lack the right way :)

  10. Holding yourself to OCR's (or anyone's) ridiculous standards is the most crippling thing you can do to yourself as a musician. Make the music you want to hear, if it happens to fall within OCR's guidelines, then submit. Too many people see getting on OCR as a status symbol and arrange music just to meet that, this results in mindless, meaningless music that does nothing for anyone who isn't listening with a heavy pinch of nostalgia.

    Exactly. When I discovered OCRemix and 'real' music apps in '04, I wanted to join that super exclusive club of OC Remixers soo badly, but at least I understood after a while that everything I produced with that mindset was utter crap.

    Maybe I'll actually submit something sooner or later now that I'm more relaxed about it...

  11. Would be nice to hear an educated opinion on this. I've never connected my notebook with onboard sound to my speakers, so I haven't made a direct comparison, but I thought that the difference in actual sound quality was marginal unless we're talking about recording quality. Isn't it more about low latency?

    And as far I know, the audio interface is kind of what the Ozone is about. If you just needed a midi controller, the Oxygen would've saved you a hundred bucks or so.

  12. Gah, I really want that VI.One thing. $ 99, that's like 70 Euros, which is insane. Almost a fifth of what it costs in German web shops at the moment.

    Btw, I got the 3 IK plugins for cheap through a group buy, and SS2 was the one I ended up deinstalling after some testing. The acoustic content really really shows its age, and while the synth stuff isn't all that bad, a good soft synth paired with either good presets or some knowledge about synth programming is the better way to go IMO. It just doesn't sound as good to me when an evolving pad type sound always evolves the exact same way, and pasting effects like filters on top of it just sounds like that, pasted on.

    Flexibility aside, it just doesn't sound nearly as fat as, say, Atmosphere. And that's the only justification I can think of for buying a synth rompler, that it sounds great out of the box.

    I've always liked Sampletank though. It doesn't have the highend supermultisampled stuff, but a lot of sounds with character.

  13. yeah, i've made just a couple adjustments to two instruments real quick. i will get in there some more and will upload.

    i'll check out snessor. although, it doesn't seem to be able to solo any of the instruments. i have been using snes9x on the mac and it does this...so maybe i can hijack the audio and edit it later.

    i just got kontakt 3 and plan to get deeper in it next month. i have been an exs guy for a long time and its still powerful especially with redmatica's keymap, but kontakt has my interest at the moment. so yeah, i'll definitely make some attempts in the next month or so. is there any methodology i should be employing when i get started?

    You don't sample bits of the OST with Snessor like from an emulator, you extract the exact .WAVs the composers used right from the ROM. It's more work but much more flexible as you have all the sound data the composer had right in your hand and can theoretically recreate all the instruments spot on. When you just sample something, the sample's attack might be lowered for example, and you'd have to sample the sound from several tunes where it's being used differently.

    I use Snessor with DosBox, a lot of people don't seem to have the patience to learn the few necessary commands to handle it, but it's not that hard if you read the helpme.

    There's a 'searching sensitivity' setup in Snessor, and if you turn the sensitivity up, it'll increase the amount of garbled sounds among the extracted ones, meaning that it interpreted something else in the ROM as .WAV data. But presumably it increases the chances of getting every .WAV that's in there, so I'd set that up reasonably high. One thing that could happen is that you disregard a game sample as a garbled one, something like a white noise sample or some river fx. Especially because the .WAVs usually come out at a much lower Hz rate than they're supposed to be at. Due to this there's a bit of guessing involved during first sighting, you won't always hear what's supposed to be a violin and what's the piano sound etc.

    Once you load them up in your sampler and play them at different speeds, you'll get a clearer picture of what's what. Then comes the looping if necessary, and the 440 Hz tuning.

    That's it basically.

    On another note, there are two things I'm aware of that make the SNES sound like the SNES, which is the sampling rate of 32 kHz and the FX Unit, typically doing reverb and chorus type stuff. I haven't bothered with either of them yet, which is why my attempts sound more HiFi. Don't know if I even wanna try doing 16 bit 'chip tunes', as I'd also have to limit the polyphony to 8 voices.

    For now just getting the most out of the sounds seems good enough, but it might be fun to sort of directly compete with SNES OSTs by having the same sonic quality :)

  14. aw man. these are so great. the bells, piano, drum kit (wow), and slap bass are all here.

    i was hoping for the flute to sound good in a high register ala distant thunder. but if i turn the loop off i can manage some fast passages. if you do more of these let me me know. maybe "the little sprite" could be used for the flute if you can catch a note between the percussion. another hopeful is some twelve string guitar like "into the thick of it."

    and the music your making is with this is very cool. very progressive along the lines of kikuta. its great to hear the sounds with a fresh approach that takes on the old. i'm going to keep my eye out for you.

    Nice to hear that you appreciate them.

    If you find a way to improve the sounds, like finding a better loop point for the flute, just do it and reupload the thing. Sometimes I didn't get it 100% and just used the blending feature to make it sound ok, but that often shows in the higher registers as you noticed.

    Also, these are most probably all samples that are used in SoM, so you should be able to create all SoM instruments with a little work.

    I wondered about the 12 string as well, and I'm sure it's a variant of the slap bass sound.

    I'll try emulating more SoM sounds as I go along, and creating new ones of course.

    If you feel like giving something back, you could try your hand at other ROMs. There's the tedious part of going through the ripped sounds, sorting out the garbled ones (the .wav detection of Snessor seems more guess based than 100% accurate) and renaming them. But when you're done with that, it starts getting fun. Exploring the basis of all those cool soundtracks brings a new level of appreciation to them for me.

    I've ripped a few other soundtracks, and there's so much to find in there. Some OSTs just do everything with a handful of sounds, like Turtles In Time, and some are really extensive. Earthbound uses over 200 samples, a drum loop and jazz phrases included.

    So if there's an OST you know well and you wanna get ahold of the sounds, go for it. I'm nearly finished with Secret of Evermore, btw.

  15. That upload site looks great indeed, I've been looking for something like that.

    http://www.mediafire.com/?ah1vkqgu4ex

    Here you go, have fun.

    Tell me if you can spot the organ sound in the OST, I think it's an unused sound (unless it's been recycled in a very different way).

    Oh wait, I found it. It plays in 'A Curious Happening' at 0:30. For one second.

    Lol, the other samples are recycled in so many ways that this one seems downright decadent.

  16. Where do you get the sound samples form SoM? I would venture to say theyre some of the best for the snes, and yes drums kick the ass hard

    I used a DOS app called Snessor to rip them from the rom. Most instrument samples in there are shorter than a second, so you have to create loop points in a sampler if you want a sustaining sound.

    It's interesting to see how basic the soundset really is. SoM just has one single piano sample, for example, but that one sounds good across several octaves.

    Oh, and the SquareSoft intro sound? Down-pitched seagulls :)

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