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The Chatterbox => Creation Station => Topic started by: Alice on September 27, 2007, 09:22:53 PM

Title: KURONEKO'S THREE PRONGED MUSIC PLUG
Post by: Alice on September 27, 2007, 09:22:53 PM
damn, i dunno how many of these threads i've made but anyway

MUSIKZ! (it's a module lawlz) (http://kuroneko.spectere.net/k_wip.it)

edit: made in modplug tracker, and, as the name suggests, it's just somewhat of a work in progress.  it will probably be the level music that will accompany a revised version of the ut map i posted
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on September 27, 2007, 11:01:51 PM
Not too bad; with a bit of work it would be good in the background, methinks.  The length is good right now, it just needs a bit more going on...a solid bass/drum line, maybe.

So I take it you still want the web space? XD
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on September 29, 2007, 02:03:43 AM
Not too bad; with a bit of work it would be good in the background, methinks.  The length is good right now, it just needs a bit more going on...a solid bass/drum line, maybe.
I'm not quite sure how you mean that... could you be a bit more specific?

Quote
So I take it you still want the web space? XD
I figured that as long as it hadn't been nuked yet, I'd still use it as my primary webspace.  Actually, deleting all of the files on it temporarilly would do it a bit of good as soon as I've got the errors sorted out with the revised and reorganized version of my webspace (you can see what it's like here (http://ceresius.zakamiro.net/).  Under the website, it's way reorganized.  I can actually find my stuff now!).  It's basically the same website with a new color scheme to match the comic, a few modified links, and most importantly, it actually makes use of it's css file and has headers and crap.  Eventually the news page will be nuked completely and replaced with a little php doodad... can't do anything about that yet though, I'd need to make an sql goodie for it.  It's probably going to rip off cosmix hardcore, because I don't know that much php ;)
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on September 29, 2007, 02:18:38 AM
Nice impossible to read black text on the main page...
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on September 29, 2007, 02:21:52 AM
Nice impossible to read black text on the main page...
wtf where

did you try pressing f5
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on September 29, 2007, 03:05:53 AM
No, your other pages had red bold text, but the main page still had black, lol. My compy almost never has problems with the cache, but maybe for once it did.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on September 29, 2007, 03:47:00 AM
I'm not quite sure how you mean that... could you be a bit more specific?

It just feels a bit...empty in a way.  What you have is good, but I think playing with adding another channel or two would be nice -- a bit more polyphony.

...that said, the general explosions, guns, chaos, and death of UT would add quite a bit to it. :D

I figured that as long as it hadn't been nuked yet, I'd still use it as my primary webspace.

Heh, yeah.  I was going to nuke it when I got back home but I figured I'd wait to see what's up when I noticed that you rejoined.

I don't really care either way.  I don't mind handing space out (especially now, since 1&1 actually gives me space to hand out, not 500MB split between databases and files), I just don't have the time, energy, or willpower to baby-sit the site.

Under the website, it's way reorganized.  I can actually find my stuff now!

Haha, that's why I didn't restore all of my files from backup when I switched servers.  The old s.net tree was a bloody mess.

So, do you want me to purge it, then? (y/n)

Eventually the news page will be nuked completely and replaced with a little php doodad... can't do anything about that yet though, I'd need to make an sql goodie for it.

Speaking of which, I'm not sure if I can securely install phpMyAdmin (based on a glance, and past experience, it requires a control username and password, which is saved, plaintext, in a configuration file).  I'll see if there's any way around that -- a way to put the configuration file in a private directory perhaps, or the ability to encrypt the password.

It's probably going to rip off cosmix hardcore, because I don't know that much php ;)

That's what it's there for. :P

If I'm feeling particularly masochistic I might work on it a little.  I just dislike working with HTML/CSS and, as a result, try to avoid dealing with PHP too much...hence the reason I can't seem to finish any PHP projects.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on September 29, 2007, 04:00:48 AM
Haha, sounds like me there. For some reason PHP pisses me off. A lot. And CSS makes me want to kill small animals.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Zakamiro on September 29, 2007, 05:48:03 AM
and the "strict" XHTML specification makes you want to do what?

It's like, "what?! NOT EVEN A BGCOLOR ATTRIBUTE?! WHAT THE FUCK, W3C!"
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on September 29, 2007, 11:57:43 AM
It just feels a bit...empty in a way.  What you have is good, but I think playing with adding another channel or two would be nice -- a bit more polyphony.

...that said, the general explosions, guns, chaos, and death of UT would add quite a bit to it. :D
oic I'll get crackin' on that some time

Quote
Heh, yeah.  I was going to nuke it when I got back home but I figured I'd wait to see what's up when I noticed that you rejoined.
yeah, i have a habit of doing that 8)

Quote
I don't really care either way.  I don't mind handing space out (especially now, since 1&1 actually gives me space to hand out, not 500MB split between databases and files), I just don't have the time, energy, or willpower to baby-sit the site.
KillAllChildren

Quote
Haha, that's why I didn't restore all of my files from backup when I switched servers.  The old s.net tree was a bloody mess.
ya, i no whut it'z liek

Quote
So, do you want me to purge it, then? (y/n)
Y, not yet though.  I'm still having MISTERY problems lol

Quote
That's what it's there for. :P
:pp:PpPp:Pfdpspfd;sfsdffffff

I figure Xcomic would help as well, despite it's being an ugly mess internally, from what I remember... didn't it have a news function built in?

Quote
If I'm feeling particularly masochistic I might work on it a little.  I just dislike working with HTML/CSS and, as a result, try to avoid dealing with PHP too much...hence the reason I can't seem to finish any PHP projects.
Webpage coding sux lolz.

also, what happened in the other thread... my bad dude :(
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on September 29, 2007, 04:20:56 PM
I figure Xcomic would help as well, despite it's being an ugly mess internally, from what I remember... didn't it have a news function built in?

Heh, I don't remember.

All I remember was that it used Wordpress themes and, to make any sort of significant changes to it, you needed to modify the code.

also, what happened in the other thread... my bad dude :(

S'cool.

and the "strict" XHTML specification makes you want to do what?

It's like, "what?! NOT EVEN A BGCOLOR ATTRIBUTE?! WHAT THE FUCK, W3C!"

Hahaha. XD

They really just moved all of that stuff over to CSS.  It's harder to make quick-and-dirty web pages but it does clean up the HTML file a lot.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on September 29, 2007, 05:55:40 PM
Much harder... CSS is not something I like playing with, and if I don't need a CSS page for my site, I won't...
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on September 29, 2007, 09:23:23 PM
I don't really see it being any harder.  I mean, this:

Code: [Select]
<head bgcolor="#FFFFFF" text="#000000">
...turns into:

Code: [Select]
head {
  background-color: #FFFFFF;
  color: #000000;
}

It's a hell of a lot more flexible and it dramatically cleans up the HTML.  I use CSS even on small web pages (http://www.spectere.net/psp/wallpaper/) because it sets an even divide between the content and the fancy colors, not to mention that, if done right, the page will look fine even without the stylesheet (in Firefox, click that link and click View->Page Style->No Style).

Now I just need to get unlazy and figure out DIV tables.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on September 30, 2007, 03:45:21 AM
I just had a lot of trouble switching from doing everything in HTML to CSS+HTML.. That said, I havent touched HTML in probably 2 years, so it's kinda a moot point.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on December 11, 2007, 09:09:27 PM
I love how everyone totally got this thread off topic.

* Piano intro music for NBG (http://kuroneko.spectere.net/music/piano_1.it)

It's an .it file; it WILL run in WinAmp, but on Windows, I'd suggest ModPlug Player (http://kuroneko.spectere.net/programs/mp/mpp.exe).  On Linux, everything and its mother will probably run an .it file.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on December 11, 2007, 11:27:26 PM
Lol, yeah, everything in linux seems to love playing with all sorts of otherwise obscure formats :P That's one thing I like, linux supports almost everything you could ever want. There are exceptions, but still. Also, why does it sound like a midi? IT files can sound much nicer...
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on December 12, 2007, 12:43:08 AM
.IT isn't really an obscure format.  I mean, look at the Unreal series.  It uses .IT and other modules for all of its music, last time I checked (unless the recent games use ogg or something).

That's kind of insulting, but I think that lack of decent samples is partly to blame.  Also, realize that I'm mostly used to composing midi-style tracks (although they usually end up way better than any midi) :(

I'm going to add slight stylistic modifications to it some time, to try and make it sound more "real."  This will likely include better tempo altering, more dramatic volume changes, and slight note delays (I mean, pianists don't always hit the chord notes at the exact same time when playing songs like this).  This isn't really a complete module and was never intended to be a complete module, I just posted it here to show that I was doing something, and maybe for some constructive advice.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on December 12, 2007, 12:10:32 PM
Well, as far as windows goes, modules are pretty obscure formats. I mean, yeah, winamp supports them, and VLC likely does too, but aside from that, most music players don't support module files. Hell, most module writers actually write their music on the computer that the original module trackers was developed for.

I applaud the unreal team for using modules, because they're a great way to store music that sounds good in a small amount of space. If you use 16 bit samples, you can make some amazing stuff with modules. However, if you don't have any good samples or instruments, it sounds a lot worse... I'd say find a site with better sounding samples, and make those tweaks, then it'll sound a lot better. Also, try to get a piano sample that doesn't sound exactly like the general midi sound...
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on December 15, 2007, 12:38:05 PM
Also, my sample is likely an MT-32 sample.  I took it from a Roland Grand Piano sample set.  There are other piano samples that came with this package i downloaded but I don't really feel like making a new instrument out of them right now.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on December 15, 2007, 02:48:02 PM
Well, most midi piano sounds all sound practically the same. I doubt the tracker supports soundfonts, right? If it does, you could always find a god sounding soundfont to use.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on December 15, 2007, 04:48:13 PM
Well, that's the problem, I can *NEVER* find good samples.  When I google I find SFX that I have to pay for, and when I ask on IRC, I get circlejerked around.  Somebody was actually helpful once and led me to the waveworld torrent at The Mod Archive, which is where I got that MT-32 sample set.  Say, what are the extensions on these soundfont files?
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on December 15, 2007, 05:06:29 PM
SF2 is the most common one, IIRC. hammersound.net has a whole whack of free soundfonts. Not all of them are good, but they're an improvement over midi. I used soundfonts to render my brother's old music into MP3 before and it was WAY better than midi.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on December 15, 2007, 06:52:37 PM
MIDI isn't a digital audio protocol... </pedantic>
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on December 15, 2007, 09:11:54 PM
Well, nearly every card has GM midi sounds on them, and soundfonts almost universally sound better than GM sounds.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on December 16, 2007, 06:42:14 PM
No, most cards now use Microsoft's soft synth.  SoundFonts can be equally as bad as anything else.  The ones that ship with SoundBlaster (speaking from my experience with the AWE64 and Live!) cards are about the same quality as Microsoft's DLS bank.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on December 16, 2007, 06:55:23 PM
Is Microsoft's DLS == GM.DLS?
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on December 16, 2007, 07:02:05 PM
Indeed.

Looks like that set of samples was made by Roland in 1996.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on December 16, 2007, 08:31:02 PM
Haha, no wonder GM.DLS is so shitty, it was made for Microsoft.

I found a soundfont on that HammerSound website and put it in my module.  It sounds way better now xD

* Piano intro theme for [Untitled] v2 (http://kuroneko.spectere.net/music/piano_2.it)

There's also some other modifications including different tempo changes and some note delays.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on December 16, 2007, 11:39:01 PM
No, it wasn't made for Microsoft.  It was made by Roland in 1996 and then later sold to Microsoft for their soft synth.  Roland probably used those sounds in one of their synthesizers back then.

Also, I don't really think those sounds are shitty, per se.  They're just very generic.  Because they're made to suit a variety of purposes they don't have a whole lot of room for any flair.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on December 16, 2007, 11:41:42 PM
I realize that they were made by Roland, I just figured that they were made for Microsoft.  o wel
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on December 16, 2007, 11:44:50 PM
Nah, Microsoft didn't make a softsynth until...around DirectX 8 was released, I think.  It was quite a while after the set was made, anyway.

The soft synth itself is actually pretty fully featured and good.  The biggest problem with it is that I don't see any way to add in another DLS library without overwriting it.  I think you can load one fairly easily when you initialize DirectMusic (or whatever they call it now).  Just goes to show you how MIDI dumps are getting phased out for just about everything.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on December 17, 2007, 04:26:38 AM
It sounds much better now. My only beef with it now is that it's so repetitive, but definitely a great start. I'd like to hear a cool Scherzo section or something. For an example, listen to 600 AD In Piano by kLuTz from OC Remix, or from his site http://klutz.vgmidi.com/music.php

And by the way, my system (and every other one I've used midi on) tends to default to the Microsoft Midi Mapper, which uses the GM sounds, as opposed to the Microsoft GS Wavetable SW Synth. Nearly every midi program ever made will default to the midi mapper before the wavetable synth.

I've used computers with Audigy, Live! and my current one running an AC'97 onboard. All of them defaulted to the midi mapper first. You had the option to use the wavetable snyth, but from my experience, it had terrible lag when you played anything with a keyboard, so I tended to keep away. Now I almost exclusively work with VSTi's and ASIO to eliminate as much lag as possible.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on December 17, 2007, 06:17:13 AM
The MIDI mapper is not a soft synth; all it does is specify the default MIDI playback and record devices on the system.  Why else do you suppose it's called the "MIDI Mapper"?  To change the default device go to Control Panel -> Sound and Audio Devices, and go to the Audio tab.  The MIDI Music Playback box specifies the device that actually gets used when "Microsoft MIDI Mapper" is used.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on December 17, 2007, 06:36:33 AM
Now I feel bad, you were right.

It just seemed like the default sounds were crap, and there were different midi sounds when I selected to use the microsoft wavetable synth.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on December 17, 2007, 06:46:12 PM
Now I feel bad, you were right.

YEAH!  ON YOUR KNEES, BITCH!

...hrm.  Sorry, I don't know what came over me.

Just out of curiosity, what kind of sound card do you have?
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on December 18, 2007, 12:01:25 AM
Well, I have a SB Live! somewhere floating around, but I'm using the onboard AC'97 for now. I'm too lazy to swap it, lol.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on December 18, 2007, 12:11:49 AM
The worst part about having an SBLive is putting up with the drivers.  There's a noticeable difference in audio clarity (not to mention noise levels) when I switch between my Live! and my onboard AC97, but the standard Creative drivers SUCK (they're the only audio drivers I've ever seen that cause my computer to BSOD occasionally on boot).  I've been using kX drivers and, while they're stable and a lot more flexible (not to mention support ASIO), they have their own share of problems, mainly when it comes to application compatibility.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on December 18, 2007, 12:43:19 AM
Well, the only driver issue I've had is the sound driver locking up and dropping, so my system think sit has no sound device. It just reqired a reboot, in most cases. Never tried kX drivers before, and I usually just used ASIO4ALL as my asio stuff.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Spectere on December 18, 2007, 06:39:58 AM
I use ASIO4ALL on my laptop and am kind of surprised at how good it is.  I figured it'd just be a laggy wrapper, but it isn't.  It doesn't have a low of a latency as SBLive! + kX ASIO but it works pretty well overall.

If you ever slap your SBLive! in your computer again I highly recommend giving kX a go.  Most of the issues that I've had with Creative's drivers completely went away.

Another nice feature about kX is that it lets you switch the front and rear outputs around.  The rear output on the SBLive! and Audigy 1 boards (not to mention many Audigy 2s, if I'm reading the site correctly) have a much better SNR and overall quality ratio because they use an I2S codec as its DAC rather than the relatively noisy AC97 they use for the front.  Let's just say, I noticed simply by plugging my speakers into each input and cranking the volume while nothing was playing -- the front output is noticeably louder than the rear, sounding more like the onboard AC97 and the AC97 in my laptop than the rear channel did (the rear channel gave a very light static hiss, as expected).
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on December 18, 2007, 01:45:39 PM
Well yeah, every system will have some hiss.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on January 03, 2008, 01:49:19 AM
bak on topix lolz

try 2 gess wut ghaem itz frum (http://kuroneko.spectere.net/music/rpttp.it)
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Bobbias on January 03, 2008, 04:54:47 AM
Google has answered me. I won't wreck it for anyone who might be able to get it without google.
Title: Re: kuromusic mk iivivxcivimmvsdgf
Post by: Alice on February 01, 2008, 11:46:59 PM
It's about fucking finally, guys. D:

Dancing Mad Part IV - Uematsu Nobuo / Ceresius - 2/1/08 2.32MB .MP3 (http://kuroneko.spectere.net/music/dmad4_ceres.mp3)

This one's nearly 6 minutes in length.  If removing the loop is necessary, I can do so.

Enjoy =]
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on March 28, 2008, 12:12:45 PM
lol bump
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on March 29, 2008, 03:33:24 PM
hey i remade my Gangplank Galleon remix (http://kuroneko.spectere.net/music/gangplank.it)
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on May 11, 2008, 01:20:13 AM
bored and playin wit waveforms.  learned a little about how waves r maed and used knowledge to make:

this (http://kuroneko.spectere.net/music/thxwtf.mp3)

note: the sustain at the end is a little shaky because i had to manually loop the sample, because i was dumb and didn't write down the ending frequencies and couldn't be bothered to recalculate them and generate them and shiz

if you don't recognize it, you don't watch any movies since 1982 at all or have no social life.  the former is a prerequisite of the latter, if that means anything!
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Bobbias on May 11, 2008, 03:32:04 AM
Cool. Editing audio shit is fun. That's why I'd really like to be a recording engineer.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on August 15, 2008, 05:04:47 PM
Ha wut, listen to this shit.  Spectere, redownload POOP06 (I extended it, or did I already tell you) and get wilycastle

water level music from a project I'm working on
http://kuroneko.spectere.net/music/POOP01.it

desolate evil mountain music from a project I'm working on
http://kuroneko.spectere.net/music/POOP02.it

what the fuck is this shit
http://kuroneko.spectere.net/music/POOP03.it

sky level music from a project I'm working on
http://kuroneko.spectere.net/music/POOP04.it

mine level music from a project I'm working on
http://kuroneko.spectere.net/music/POOP05.it

fire level music from a project I'm working on
http://kuroneko.spectere.net/music/POOP06.it

midboss music from a project I'm working on, remix of The Decisive Battle
http://kuroneko.spectere.net/music/POOP07.it

MAYBE evil castle music from a project I'm working on, remix of Wily Castle Stage 1 & 2
http://kuroneko.spectere.net/music/wilycastle.it

if you don't recognize the last one I swear I'll do what I did to my NES when the dragon in Mega Man 2 killed me just as I killed it
which was like, throwing the controller, a light slap and a shitstorm of yelling curse words and an unhappy face :(

if you don't have a player specifically for these files like ModPlug Player, just dump them in WinAmp or something
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Bobbias on August 15, 2008, 05:49:54 PM
poop6 needs a bit of melody or something, it sounds kinda empty to me.

poop4 sounds too dominated by the same sounds you used for the mine and fire levels.... it needs more "airy" sounds in it.

poop3 is just plain fucked up.

poop2 is kinda cool

poop1 is pretty good too.

And your remixes are definitely cool.

I just think that you need to use more drum sounds and make more variation between the sounds you use in each track, just listen to the different sounds Mario uses in it's different levels to see what I mean.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on August 15, 2008, 08:56:36 PM
poop6 needs a bit of melody or something, it sounds kinda empty to me.
I think I know how to fix this

Quote
poop4 sounds too dominated by the same sounds you used for the mine and fire levels.... it needs more "airy" sounds in it.
Would changing the pulse wave the lead bass instrument uses to a straight square wave fix this, do you think?

Quote
poop3 is just plain fucked up.
not helpful

Quote
I just think that you need to use more drum sounds and make more variation between the sounds you use in each track, just listen to the different sounds Mario uses in it's different levels to see what I mean.
Which Mario game?

If you mean the first, it didn't really have much variation.  NES sound was kind of used in a limited way back then, before cool sound chips (like the one SMB3 had)
Would you like to more? (http://en.wikipedia.org/wiki/Nintendo_Entertainment_System#Audio)

edit: I've been using my samples in a similar way to the NES's main four channels (because I don't understand what the fifth is supposed to do, really.  I think it was used in conjunction with sound chips to make samples that didn't suck, like SMB3's drums).  I was going to actually make the Mega Man 2 thing exactly like NES stuff, but I don't particularly like noise, and the triangle wave is too damn quiet (maybe I synthed it rong).

edit: About drums.  I'm going to try and synth some of my own, and maybe create some variety.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Bobbias on August 16, 2008, 01:53:50 AM
Triangle was a lot quieter normally. The 5th channel was for wav files in a specific format (really REALLY low quality, i forget exact specifics, but usually used for drum samples).

If it's an IT, you've got a lot more room for experimentation, I meant Mario 2 and 3.

poop3 is just weird, i have no input, because I have no idea what it's even meant for.

I know what the NES had, my whole point wwas that there wqasn't enough variation in sound, all the tracks generally used the same sounds. People writing music for the NES took advantage of some of the more advanced parts of writing music on it.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on August 31, 2008, 04:12:39 PM
POOP09 - Sub-Final Boss Music (http://kuroneko.spectere.net/music/POOP09.it)
This is actually one of the two motifs that recur throughout the game Dusk Lance that I'm making in Mega Zeux.  Three pieces revolve around this motif, but one hasn't been made yet.

I had to reduce the volume a bit to stop distortion in some bits; I can't hear any at the moment, but if you hear some, tell me plox.  May have to get Spectur to fix this shit if it persists <:U

I'm still going to make comics, but the way school is going, looks like maybe only once a week or so.  I've got one about half complete that I started on Monday that I'm going to finish tonight

edit: Spectere, are you still going to design the Lighthouse and Mine levels for this game?  I'd like to know while I'm still peddling away with the Fire Level (nice job making what ended up being the basis for the first half of the level btw :)) and the Water Level.  I can send sum water level screenshots (and second half of the fire level) if u wood liek.  Actually there's a bunch of different stuff from the last couple of screenshots I gave you :)
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Bobbias on August 31, 2008, 07:27:42 PM
Well, you should normalize all your sounds to the same level when you work with modules and such. That way you don't have a bunch of sounds that all are kinda quiet and then you add one sound that's at the proper level and have boatloads of distortion. All the wav/sample files you have should be normalized.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on September 01, 2008, 01:37:22 AM
Well, you should normalize all your sounds to the same level when you work with modules and such. That way you don't have a bunch of sounds that all are kinda quiet and then you add one sound that's at the proper level and have boatloads of distortion. All the wav/sample files you have should be normalized.

THX FOR COMENTING ON MY MUSAK DUDE :)

They're all equalized, but the thing is, everything but the drums is chip samples, and they equalize way louder than the drums, and sometimes I've got to adjust the volume and etc
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Spectere on September 01, 2008, 01:45:43 AM
From what I've seen, your biggest vice (i.e. what causes most of the distortion) has always been doubling up on channels to make certain sounds louder.  You have to be really careful when you do that.

It's better to have a quieter sounding IT file than to have any kind of distortion.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Bobbias on September 01, 2008, 07:28:22 AM
Well, yeah, adjusting the volume in the program is how you're supposed to do it. And yes, doubling up channels will definitely lead to very quick distortion unless you're very careful about things. That's one thing I love about working in FL studio, I can stick a soft limiter on my master out and don't really have to worry about clipping, because unless I've got something WAY too loud, I'm not gonna get any.

The other thing is that if you want to see if there's actual clipping, run it through something like Adobe Audition. Audition has little red markers at the bottom of the screen that will activate if it's clipping. Sometimes distortion can be because of some bad effects use, and such as well.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on September 01, 2008, 12:20:28 PM
Sorry, I don't have Adobe GimmefukanbuxforthesamethingAudacitycanbasicallydoOrSoI'mTold Audition :X

but yeah, in this one I only doubled up the tom and snare drums (since they're damn quiet compared to the LOUD FUKAN CHIP SAMPLES) and organ notes in pattern 0.  I'm basically trying to avoid it now for anything BUT the drums since they're that much quieter than a whole bunch of simultaneous chip samples.  Pattern 0 was actually made not too long after the DoZ, which is why it's still got Doubled Up channels (didn't feel like fixing it, much easier to decrease module volume entirely by a small bit).

So, yeah.  Does it still distort?  If I added a god choir (lol Spoony) and doubled the length would it sound like apocalyptic final boss musak?
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on September 01, 2008, 04:00:32 PM
(Re)listen.  I extended the first section to make it sound slightly less akward.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Bobbias on September 01, 2008, 06:38:45 PM
Uhh, Audition is pretty easy to find a PERFECTLY LEGITIMATE copy of, and it seriously beats the crap out of every other audio manipulation program I've used.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Spectere on September 01, 2008, 08:48:55 PM
You can't run ITs through Audition without rendering them as WAVs (which takes a lot of extra time).  Also, modules are inherently difficult to balance because of the differences in mixing between different programs.  DOS IT sounds slightly different than ModPlug which sounds slightly different from mikmod.  The player settings themselves can also affect the audio (if you turn the mixing volume -- which is saved in IT files -- down enough in DOS IT, for instance, you can make things that sound good in it but horrid in other IT players that don't respect that setting).  Nothing short of being careful and keeping the mixer volume at a reasonable setting will make it sound good.

Modules, especially ITs, can be particularly tricky to deal with for that reason alone.  No amount of peeking at the rendered file in Audition is going to help that.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on September 01, 2008, 09:29:39 PM
WELL PREACHED, SISTA' BROTHA'

Spectere pretty much nailed it.  I pretty much try to base my IT volume settings on the Modplug VU meters on the General tab, now.  If the bars go much over 60-70% high, I lower the volume on that busta.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Bobbias on September 02, 2008, 05:08:18 PM
I was referring to the samples and such.

However, you can run a wav rendering file through Audition to see where it clips. You can then adjust some settings in the file so that your default player settings don't clip it.

Yeah, mod files are a bitch to balance, but using more than just you ears to try to find distortion, you can pretty easily locate problem areas (sometimes you have 1 bar that just happens to have 1 more sound layered over or something that causes the sound to clip there).
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Spectere on September 02, 2008, 05:11:32 PM
I was referring to the samples and such.

That's really not going to help at all, nor is it going to show clipping.

If you notice, the samples that he uses aren't what's overdriving.  If they were, I doubt he'd be able to do much aside from find a different one.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Bobbias on September 02, 2008, 05:14:55 PM
I also explained further saying you could quickly locate a trouble spot in something like audition (ever look at the waveform? Clipping is pretty easy to locate)

I may not have worked much with IT's, but I've done a fair bit of work in FL, Audition, and Cubase (SX, SE and VST 4.0). I've dealt with a lot of clipping issues and such.
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on September 03, 2008, 09:54:19 PM
Spark Man Stage - Mega Man III (http://kuroneko.spectere.net/music/spark.it)

My favorite piece of music from Mega Man III :)
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on September 20, 2008, 04:00:24 PM
The Dreadful Fight - Final Fantasy IV (http://kuroneko.spectere.net/music/Dreadful.it)

lolwut

I was bored
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on September 20, 2008, 09:42:33 PM
Help plz

What the f (http://kuroneko.spectere.net/music/What.it)

This is supposed to be an epic final boss music.  Something's wrong though :(

In actual seriousness, I intended this to be the final boss music at first but it quickly became something entirely different.  What kind of level should I put this in; it makes me think of electricity, which would make it a great replacement for POOP04.it (current Wind/Electricity level music, which was totally unimpressive), but I'd like OPINIONZ
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on September 21, 2008, 02:20:19 PM
slightly reworked the file in the last poast
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on January 21, 2009, 10:41:16 PM
EPIC FUCKING BUMP

Instead of spamming a relatively fast paced thread any more with this, I figured I could put it here

Untitled Boss Fight Track (mp3) (http://kuroneko.spectere.net/music/1-19-09b.mp3)

Potential Name: I'mma Beat Yo' Ass in Who-Gives-A-Damn (F#) Minor
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on January 26, 2009, 12:35:25 AM
(Unfinished) Untitled Level Music (mp3) (http://kuroneko.spectere.net/music/1-25-09b.mp3)
It takes a bit to get to the first "verse," and the chorus begins at about 1 minute.  The music ends at the end of the chorus.

I'm thinking of adding another instrument (esp in the chorus), in anybody's opinion, would this clutter the song too much?
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on January 31, 2009, 06:38:27 PM
I finished the Level Music (http://kuroneko.spectere.net/music/1-31-09_prefinal.mp3)

not that anybody cares
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on February 26, 2009, 09:31:54 PM
Who knows what the fuck this is supposed to be, still pretty incomplete but wouldn't mind opinions lol (http://kuroneko.spectere.net/music/2-26-09_incomplete.mp3)

It'd be great if this thread got posted in anymore :<
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on August 07, 2009, 06:29:36 PM
Oizys (http://www.mediafire.com/file/zg2zyygry22/8-07-09.mp3)
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on June 22, 2011, 12:20:16 PM
dicking around on a PSR-36.  This thing rocks
http://www.youtube.com/watch?v=rTGKidqfEq8 (http://www.youtube.com/watch?v=rTGKidqfEq8)

edit: changed to YouTube link
Title: Re: KURONEKO'S SHITTY MUSIC PLUG
Post by: Alice on June 28, 2011, 01:57:25 PM
http://www.youtube.com/watch?v=NqTt_sJ1HDI (http://www.youtube.com/watch?v=NqTt_sJ1HDI)
Title: KURONEKO'S THREE PRONGED MUSIC PLUG
Post by: Alice on November 09, 2011, 03:28:45 PM
FUCKING FEED ME

Old (http://www.youtube.com/watch?v=eivA2VJXqiE)

vs.

New (http://www.youtube.com/watch?v=rguP-_uAqCk)

also final fantasy lolz (http://www.youtube.com/watch?v=0CYgkrNQhu8)
Title: Re: KURONEKO'S THREE PRONGED MUSIC PLUG
Post by: MortifiedocAlot on November 09, 2011, 04:33:14 PM
uh, the older one? They don't seem at all alike.
Title: Re: KURONEKO'S THREE PRONGED MUSIC PLUG
Post by: Alice on November 09, 2011, 05:22:01 PM
They're in different keys (old: E minor, new: Eb minor), the new one actually has chords, and the old one is faster :-*  but yeah, besides the melodies, I pretty much just redid the whole thing from scratch
Title: Re: KURONEKO'S THREE PRONGED MUSIC PLUG
Post by: Alice on January 05, 2012, 02:02:21 AM
Old (http://www.youtube.com/watch?v=QdSg28xeJyE)

vs.

New (actually, I already linked this at some point) (http://www.youtube.com/watch?v=NqTt_sJ1HDI)

These have even less in common than Oizys/Misery did above, but yeah
Title: Re: KURONEKO'S THREE PRONGED MUSIC PLUG
Post by: Alice on January 18, 2012, 11:01:41 AM
Title: Re: KURONEKO'S THREE PRONGED MUSIC PLUG
Post by: Bobbias on January 18, 2012, 03:45:33 PM
Nice. It really sounds like an oldschool boss track.