nsmadsen

Moderators
  • Content count

    3436
  • Joined

  • Last visited

Community Reputation

5594 Excellent

About nsmadsen

  • Rank
    Moderator - Music and Sound

Personal Information

Social

  • Twitter
    MadsenStudios

Recent Profile Visitors

32432 profile views
  1. New Neoclassical Piece

    Very enjoyable!!
  2. Getting into the industry - seeking advice

    There's some nice variety in the music demo but what remains to be seen is how well you can work with interactive media. Writing music for games is quite different than other, more linear, forms of media. Also, you mention sound design but have zero examples of your sound design in the reel. I'd update your reel with examples or leave sound design off the list. Best of luck!
  3. I've gone and made this.

    Not to be harsh to the OP or anything... but when I listen to Frank Zappa I hear interesting and in some cases strange music that is still really well produced and clear. When I listen to the OP's music, it's the actual production that is making me lose track and get distracted. Another similar group (that does really different, virtuosic rock) is Mr. Bungle (which I love) and I think the OP's music has a lot of technical issues, aside from creative aspects, that are causing this piece to have many issues.
  4. Looking for UI Sound Design Feedback

    Some nice stuff here! I would be curious if you blended some of the synth sounds with other real world foley so you had some organic layers in there as well. Ben Burtt always says that's how you can make something believable. Having only synth layers can make it sound too fake.
  5. What Software do you use?

    At home: Logic Pro X, Reason 10 and sometimes Pro Tools (mainly for dialog editing), Amadeus editor, Unity 5 At work: Cubase Pro 9, Audition editor, Unity 5
  6. I've gone and made this.

    It's really hard for me to get what you're trying to say here. The brain and ear need some sort of structure otherwise it gets dismissed as noise and focuses on other things. That's what's happening here with your piece. Too chaotic, too much panning and dissonance to make a clear idea of the main theme.
  7. How does one communicates his needs to a composer?

    Yup, reference tracks. And talk to me more about what you want the player to be feeling. Show me as many pictures and videos of the game and world you're creating. Tell me your story then I'll translate that into music and audio!
  8. Dragon of the North (Epic Orchestral)

    Thanks - yes, those are pics from the actual slot theme. Thanks! Interesting note. This is using my work set up which is mostly East West Hollywood Orchestra and some Komplete 11 Ultimate. EW's Hollywood Orchestra is not my preferred orchestral sample library but you work with what you can when on an office rig. Maybe I overdid it on that accented note you referenced. Would rather go big and risk an over exaggeration than leave it way too small. Glad you liked it!
  9. Sound effects for game.

    Sure thing! Best of luck on the game!
  10. Sound effects for game.

    A few thoughts come to mind: The first link is 1,000 SFX for 22 pounds (basically $30 USD). That's really cheap when you think about the number of sound effect files. Of course, not all of the sounds included will apply or fit your game. The second link has 155 SFX for $20. That's a bit more cost per sound effect file but still QUITE affordable. If you cannot afford to pay $20-30 for your game... then you need to re-evaluate some things in your budget and your goals. What kind of sound effects do you need exactly? There are some sounds that do an a la carte method and I've used some of those for source sounds myself: www.soundrangers.com www.sounddogs.com Give those a shot. The other thing is you'll get the best results by hiring a sound design or an audio professional that can go through and make all of the sounds have the same balance and feel. This is especially true since you'll be grabbing source files from all over the place. Odds are your final sound mix will be all over the place and not feel cohesive because of this - so a sound professional can really help in this case. If you truly cannot afford to spend any cash for such work, consider making an exchange of services. You'll code their website for their audio work. You'll create their new logo and banner graphics for their audio work. Etc. Is your game finished? The other thing you could consider doing is working with really cheap, potentially lower quality audio work for now if your game is still in development. Get everything else done and then see if you can get an audio pro to replace the audio work for you once the rest of the game is locked in place. But if your game is still really rough... then maybe make due with what you can get. Best of luck!
  11. Here's some new music that just went live today for SGI's Dragon of the North. I hope you enjoy it!
  12. Dylan B's music: feedback please

    Hey Dylan! Nice to hear more of your music. While listening to your piece, it's clear you have some good ideas but I think your rhythm is getting in the way. Both hands of the piano part have lots of the same rhythms and this gets compound as you add in more instruments. For example, the quarter note ostinato that you have going on. Why not have some of the parts play off each other. Another idea could be instead of it be repeated quarter notes - alternate with a measure that includes some dotted rhythms. Or you could have a more nuanced part in some high, staccato strings doing a descant part. The rhythmic pacing of your piece doesn't feel as exciting as it could be. I liked the chorale section! Keep it up! Thanks, Nate
  13. Ideal Equipment for Sound FX

    You'd need a decent mic. You'd also need to know if you want a portable set up or an in-studio set up. You'd also need a good pre-amp depending on what kind(s) of source as well as the type of mic you're going to be recording with. Larger studios do something called "foley" pits where they have these pits filled with various materials and they record sounds to picture with that. You'd need a good audio card that can record at decent sample rates. Especially when talking about sound design. The higher the sampling rate, the more you can process the sound without getting artifacts. Software-wise there are free DAWs out there but sometimes the included plugins are very limited. I think it would be better to know what kinds of funds you have to work with when building up your studio. If you're wanting to spend as little as possible? Or do you have some money set aside for this? It also depends on your recording space. How noisy is it? Are you going to have to clean up the sounds in the background if you're not in a treated space? All of this is very doable, I don't mean to overwhelm you but those are some of the questions you're going to need to answer as your build up your studio. Thanks, Nate
  14. It is worth noting that decisions made when mixing and mastering audio can help when crushing it down to a lower bit rate. For example, avoid things like cymbal swells and such that just eat up information in the upper range and sound like total crap when really squashed during data compression. So you may want to narrow your frequency range some and see how well you can make it sound at a low fidelity. RX Advanced has a codec previewer where you can hear the impacts of such data compression while still having options from an audio engineering side. May be worth checking that out. Hope that helps!
  15. Sorry if I confused you. I only mentioned some of the other, more advanced features with audio production, because sometimes a user will want to do some sonic changes while also converting the files themselves. For example, normalize all assets and export them out as an OGG file. The sonic changes do nothing to change the file size itself. Just the sonic qualities.