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#1 mychii   Members   -  Reputation: 421

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Posted 25 December 2012 - 02:12 AM

Hi, I created a new music for an RPG game battle theme, however this won't be a loop, but instead the full version (no mastering). Everybody around me kept saying its good, so I appreciate them but I can't really count on that side only for me to grow. I really believe I need to get the more and more feedbacks from professionals/other listeners so I have better considerations, so I appreciate all feedbacks and critics from all of you.

 

Here it is:

https://soundcloud.com/mychiilist/breaking-the-barriers

 

Thanks a lot! smile.png


Edited by mychii, 25 December 2012 - 02:18 AM.


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#2 nsmadsen   Moderators   -  Reputation: 4318

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Posted 27 December 2012 - 03:42 PM

Hey,

 

While I enjoyed the track itself to me it didn't really convey battle to me. Or at least much danger... it definitely conveyed energy which is good. The mix is pretty muddy with lots of stuff happening in the mid. Consider doing a bit more automation with volume, velocity settings as well as panning instruments left or right to create more space. Finally there's not much low end, at least that's how it's coming off on my set up. You mentioned this isn't the finalized version so perhaps those steps have not been done yet. These are just my quick thoughts on the piece but thanks for sharing!

 

Edit: It sounds like you have a strings or cello patch holding long tones when the action gears up a bit. Instead of long tones how about an ostinato? The long tones are contributing to the muddiness of the track as well as contradicting the battle vibe.

 

Keep it up!

 

Nate


Edited by nsmadsen, 27 December 2012 - 03:45 PM.

Nathan Madsen
Composer-Sound Designer
Madsen Studios

#3 mychii   Members   -  Reputation: 421

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Posted 27 December 2012 - 07:58 PM

Thanks nsmadsen for your time on a long feedback! yeah I tried to keep it low I never thought its not so much danger. I add some sweetness to it because the main character is a girl, but your opinion stands still, kinda agree with you that I need to make fierce it a little bit more. Anyway glad you enjoyed it!

 

Can you tell me which part do you feel it needs better volume/velocity control? I really can't get the sense on which part I should. Do you think the cymbal is kinda noisy? or the piano is too low/uncontrolled in the middle? the drum is swallowed?

Yes I got to be honest I only used Fruity Loops like a month so it's not finalized simply because I don't really know what I can do with it much because of my early capability on how to use it (For example, I don't have any automation at all), but it's not really a reason; I have to learn it more.

 

About the string/cello patch can you tell me exactly at which part? because I don't use strings/cello at all, but I do have a rhythm piano and bass (in the middle) that has a volume delay on it, maybe it makes it sounds like one, but I think I need to make sure. About the ostinato yes I'll highly reconsider that in the piece.


A little off but, If I may, do you have any recommendations on which sound fonts/packs I should get for this matter? I kinda lack of strings/cello sounds and drums (like the bells, tambourine, tom, etc2).

 

Thanks again!


Edited by mychii, 27 December 2012 - 08:03 PM.


#4 nsmadsen   Moderators   -  Reputation: 4318

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Posted 28 December 2012 - 08:14 AM

Thanks nsmadsen for your time on a long feedback! yeah I tried to keep it low I never thought its not so much danger. I add some sweetness to it because the main character is a girl, but your opinion stands still, kinda agree with you that I need to make fierce it a little bit more. Anyway glad you enjoyed it!

 

That's defnitely something to consider. It's always hard to judge how well a piece of music sits in a game without seeing or knowing much about the game itself. So perhaps my judgement on the level of danger was off.

 

Can you tell me which part do you feel it needs better volume/velocity control? I really can't get the sense on which part I should. Do you think the cymbal is kinda noisy? or the piano is too low/uncontrolled in the middle? the drum is swallowed?

 

Well, first off I'm not talking about static volume control but rather dynamic. Find spots in the music where it feels like it's driving towards a climatic point or cadence. These are spots where doing some crescendos (growing louder) can really be effective. It can even be effective to give the tempo a slight push towards that goal then pull it back afterwards. What this is doing is humanizing the music instead of keeping everything very static - which only a computer can do. If you're writing retro, chip-tune music then static is more accepted but when writing more acoustic-based music it's less accepted.

 

About the string/cello patch can you tell me exactly at which part? because I don't use strings/cello at all, but I do have a rhythm piano and bass (in the middle) that has a volume delay on it, maybe it makes it sounds like one, but I think I need to make sure. About the ostinato yes I'll highly reconsider that in the piece.

 

Ah, well maybe I was hearing the bass patch as a string/cello patch. I still think the long tones comment still applies though.

 

A little off but, If I may, do you have any recommendations on which sound fonts/packs I should get for this matter? I kinda lack of strings/cello sounds and drums (like the bells, tambourine, tom, etc2).

 

I've only used FL Studio just a tiny bit - mainly because I'm a Mac user. But there are huge sample libraries that can offer much more realism and flexibility. Check out Native Instruments, East West, Spitfire, Vir2, 8dio and Sonokinetic to get started. Depending on what kind(s) of music you want to write it might be best to get a collection/bundle first to get you started. In that case I'd recommend East West's Complete Composer's Collection. I don't know how well FL Studio handles VST/AU plugins so a different DAW may or may not be needed as well.

 

Thanks again!

 

You're more than welcome!


Nathan Madsen
Composer-Sound Designer
Madsen Studios

#5 Tonedeafrob   Members   -  Reputation: 225

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Posted 28 December 2012 - 10:48 AM

It sounds really Final Fantasy-esque to me, which is cool. I think you could bring out the drums more, as they are the most likely aspect of the piece to give it an excited battle feel, and at the moment the snare and toms are pretty hidden away - perhaps again because they clash (frequency wise) with the other instruments. In addition to the brands stated earlier, Spectrasonics do some damn good soundsets, but as with any VST you should do a lot of research before you part with any money in case it's not exactly what you want or expect <img data-cke-saved-src="http://public.gamedev.net//public/style_emoticons/default/smile.png" src="http://public.gamedev.net//public/style_emoticons/default/smile.png" class="bbc_emoticon" title=":)" />
www.soundcloud.com/roblaidlowmusic
Call me Rob :)

#6 mychii   Members   -  Reputation: 421

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Posted 28 December 2012 - 11:07 AM

@nsmadsen

Wow very detailed, Also lots of nice library recommendations, all check! can't thank enough nsmadsen! Sorry I can't give you much of the feel for the game cause its in progress.

 

@Tonedeafrob

Hahaha maybe hours of playing Final Fantasies on the old days might have an effect, but I do love their music too. Yes I kind of agree with you for the snare and toms due to clashes, I'm still trying to find out which without reducing the amount of excitement for battle.

Wow Spectrasonics! just heard it from you. I keep that in my list! kinda tight on budget but I do love to have recommendations for next soundsets I really need. Thanks Rob!






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