forgettable pyromaniac Posted April 13, 2021 and this time it loops well and actually sounds like something I would use in my own level :0 Could I have thoughts? Thanks :D Trick e.zip 0 Quote Share this post Link to post
forgettable pyromaniac Posted April 27, 2021 Pulp Diction.zip Another one because I don't wish to create another thread :p 1 Quote Share this post Link to post
Dragonfly Posted April 28, 2021 (edited) Definitely a good start! I gave both a brief listen and looked at them in Sekaiju to see what's going on. I think the main issue I hear / see from the outset is that even though you're not using many instruments, they're all fighting for the same space in the mix. Playing around with panning and bringing some sounds in higher and lower registers can help. For example, in Pulp Diction your bassline is actually very solidly in the mid-range for the most part. Bringing the whole bass down an octave really, really helps. In the same song, giving the guitar and saw wave slight left / right panning opposite to eachother helps a bit to space out the sound. Other adjustments I'd make to suit my own tastes here would be to consider parallel instrument choices - swapping out slow strings (instrument 49) for strings (instrument 48) where the song is faster pace and benefits from the more instant playback of the note, or perhaps swapping out a few of the fretless bass notes for slap bass to accent specific notes and the like. Also if the intent is to use in a Doom map you would generally benefit from a longer song length overall, though that's more recommendation than strict rule - it's best to have the player enjoy your music and not become bored of hearing the same 40 second loop. Hope this helps! :) Edited April 29, 2021 by Dragonfly 3 Quote Share this post Link to post
forgettable pyromaniac Posted April 29, 2021 23 hours ago, Dragonfly said: Definitely a good start! I gave both a brief listen and looked at them in Sekaiju to see what's going on. In the same song, giving the guitar and saw wave slight left / right panning opposite to eachother helps a bit to space out the sound. Other adjustments I'd make to suit my own tastes here would be to consider parallel instrument choices - swapping out slow strings for stings where the song is faster pace and benefits from the more instant playback of the note, or perhaps swapping out a few of the fretless bass notes for slap bass to accent specific notes and the like. Also if the intent is to use in a Doom map you would generally benefit from a longer song length overall, though that's more recommendation than strict rule - it's best to have the player enjoy your music and not become bored of hearing the same 40 second loop. :D most of them were just a test to know what I'm doing, before I make some for maps. This one here, I've tried to take into account of what you've said: This one gives me a Slimefall vibe, or something outside, at least. Wondersong.zip 1 Quote Share this post Link to post
Dragonfly Posted April 29, 2021 Mm! I like where this one's heading. Definitely feels like bringing in some percussive elements around bar 33 will help the song feel like it's moving forward and keep the listener's attention. The sections with the faster harp notes are great and bring a little excitement in, quite intrigued to see what direction you might take this song if you keep on writing more! 1 Quote Share this post Link to post
forgettable pyromaniac Posted May 10, 2021 updated it! a bit bigger, a bit more oomph :) Wondersong.zip 1 Quote Share this post Link to post
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