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25
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Developer / Audio / Re: Piano Music
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on: August 10, 2015, 03:00:37 PM
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Honestly, the only good trick to humanize a piano is... to record a performance. Even with the efforts you've made it still sounds robotic, and another plugin won't change that. Midi ports aren't a problem when they're part of a whole but for a solo instrument it will always be noticeable.
I completely disagree with you about your first statement. You have a few things to learn about proper humanization if you really think that way.
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30
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Developer / Audio / Re: Orchestral music?
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on: June 25, 2015, 02:03:08 PM
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Great feedback everyone, really constructive I think it depends entirely on the skill level of the person producing the music.
I'm the composer myself, probably should have said that in the topic header, but I have some relatively solid experience scoring for orchestras. I currently have Sibelius 7 so in terms of using samples I'd probably be sweet, so in terms of sampled or orchestral if I really stuck to one then I'd be able to tend to their strengths and weaknesses etc. In terms of time though no real issue, the game is still pretty rough but feeling a little hollow walking around without any sort of music to smooth it out. looking at using http://hollywoodscoring.com/ if I decide on a live recording so could probably manage budget? But to invest that I'd have to feel like it was worth it. To extend on the question what do people actually think of orchestral music in games? Does it add substance or kinda bore people? keep in mind by orchestral I don't necessarily mean classical. Sibelius' samples are great for feedback on your arrangement, but they're really not for producing a finished mp3 that your audience actually hears. To do that, you're looking at finding a DAW and some samples meant for that, like those by EWQL or 8dio. Agreed. If you are going for realism with digital production then you want to use libraries that are meant to achieve it, like EWQL's Hollywood series, 8Dio's Adagio sets, LASS2, Berlin Strings/Winds, Cinesamples, etc. Libraries that come with DAWs and scoring software are passable at best, but definitely not up to snuff if you are aiming to make the music sound like it's actually performed.
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31
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Developer / Audio / Re: Orchestral music?
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on: June 24, 2015, 01:34:57 PM
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I think it depends entirely on the skill level of the person producing the music. You can make some really convincing pieces of music that sound like the real thing, just like you can have another not so skilled person make a nice sounding track that might be kind of lacking on the realism front. If you plan on having the music loop then using orchestral sample libraries to score the music will be more beneficial since they can make perfectly seamless loops that way, but with real musicians ... outside of using cross fading at the point of the loop it's not likely to be seamless, and generally noticeable.
Then there is the matter of whether the person you use to compose music for said real instruments has the chops to do it. Just like using synthetic / sample based instrumentation they really have to know what they are doing or it will be a train wreck. The ones that do know what they are doing will not be cheap either, and will likely increase their rates for the added time it takes to construct a score for a live orchestra.
On top of the increase in their rates, they aren't going to just accept joe smoe from the corner to perform this stuff, so your session costs for hiring an orchestra will be up there.
Financially you are better of sticking with a composer that does things digitally, unless you have a surplus amount of money and time(live stuff takes much longer to produce as well...).
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34
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Developer / Audio / Re: Composers... unite?
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on: June 10, 2015, 01:41:34 PM
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I basically already do the latter, but usually to composers that I've known for several years and I'm rather familiar with the type of work they generally produce. Not a bad idea to try and make connections though... can learn quite a bit from each other regardless of how much each of us might think we know.
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37
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Developer / Audio / Re: Show us some of your music!
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on: June 03, 2015, 04:17:46 PM
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Hey guys, I'd have a general question. Hopefully this is the right place to get it towards some people that may know a good answer. I wanna offer to basically make the soundtrack and sfx for free to whoever needs some for their game, as I have far more time than work at the moment. Where do you think should I post this offer to reach the appropriate people? Should I make a thread proclaiming the offer at the Townhall, Business or Audio sub-forums, or should I post it in some kinda megathread like this right here? Or something completely different? I'd appreciate the intel  I'd be posting a link to my audio stuff as for the potentially interested to have a reference on what they're signing up for: https://soundcloud.com/hardw1redI could also post my Bandcamp instead, think that would make any difference? ( https://hardw1red.bandcamp.com/) Thanks in advance guys'n'gals. You're looking for the collaborations forum... http://forums.tigsource.com/index.php?board=8.0
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39
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Developer / Audio / Re: FANS
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on: May 31, 2015, 06:57:11 AM
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I'm assuming it's the computers fans you are having problems with? Isolation box is a perk to have, or if you have an empty or sort of empty closet that can work even better(will give you a stupidly dry / clean recording).
You can also try playing with the settings on your preamp(if you are using one or a mixer) by lowering the input and increasing the output. Isn't 100% but usually helps remove a good deal of room noise.
Lastly, depending on the type of build you have for a computer, you can try migrating it to a noise cancelling case or just line the current case with noise cancelling foam. If you are on a laptop however that's not really feasible.
And a second lastly to the previous, can always look into finding low noise fans, those are a thing. Not sure how much they cost because I just used the noise cancelling case for my PC and it's done the trick for me.
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