12-06-2010, 12:22 PM (This post was last modified: 12-06-2010, 12:26 PM by unfa.)
@everybody: Thanks for feedback Would you (master)mind if I quote you guys in my sig?
Also: I have no limits in mediafire (except for single file size), and do they have any waiting time? I didn't know that... anyway, I'am gonna give dropbox a try. Thx for suggestion, master[mind]
(12-06-2010, 11:28 AM)jaykay Wrote: drums are a bit too "clicky" (i cant' describe it better) in the first part.
I think I know what do you mean. 'Overpunch' I'll consider this while working on v. 3, thanks for suggestion
I've made Waves (v. 1 & 2) within about 2 hours non-stop. I first created main riff, then recorded beatbox, then made a beat on top of it. I think I almost got that nice trippy fast D'n'B drumloop thing... It's 160 bpm
As for style, yeah i think I'am starting to get how this background music should be done like It's not a stand-alone thing, it has to play together with the picture. I was playing Xono, then I got some melody in my head, I turned it off and started doing This looks like a good strategy for making music for the game - maybe it could be used to make music for specific maps
Sounds great! I think the term "repetition" in music is misused. If each chunk is only played once, the song would feel rushed and short, no matter how long it is. Using repetition in any form allows the mind to dwell on the melody and harmony chunk enough to let it set it, then it moves on unfolding another piece of the song. This song is a great example of moving on at the right times in the right increments. TBH, you and chooksta have some amazingly great background music, we're getting some great high quality content for this game.
It's ready for mastering, it's quiet but preserves all dynamics of the sound. If you want to feel it - turn it up!.
I think that all stuff should be done like this (i mean music). Without any limiting on master and loudness set as low as needed to avoid clipping. Drums are peaking a lot above the rest as you can see which gives them a lot of punch and clarity. If all music submissions would be delivered as 24-bit FLACs (to avoid quantization noise after mastering) mixed this way, one man could do a mastering job on this material (adjust volumes and squeeze it with JAMin for example) and we'd have a really professional soundtrack for this game
06-02-2011, 03:59 AM (This post was last modified: 06-02-2011, 04:47 AM by unfa.)
Allright, I decided to not wait with this. UMDCDTS's audio files are now updated. They're louder.
I've processed them with normalization (+ ~3dB?) and The Fast Lookahead Limiter with input gain of +10 dB and decay time of 0.2 seconds. They're much louder now still preserving a lot of dynamic range.
The track "Stone Hard" has grown much bigger, more complicated, richer sound and got more dramatic punch. I consider this ready to submit, but I don't want to hurry as I might notice some more things to fix in this track, so I'm posting it here for you all to check it out and give me feedback
The only problem I see is that this track might absorb too much of a player's attention.
Turn your subwoofer on, join a match and please give it a try: