Haven't tried the game yet but that song in the trailer is bossmoney.
385 Jul 27, 2012 8:20 pm
Re: A Nation of Wind Beta Release (music by Saskrotch) (10 replies, posted in Releases)
386 Jul 27, 2012 5:45 pm
Re: M command table - popping in right channel? (13 replies, posted in Nintendo Handhelds)
What channel are you doing your kick in, the WAV? I'm just finding out that some times if you use a couple of E commands (in the WAV that is) you can negate excess noise and clicking. I'm probably not explaining this very well, but I'll try to when I'm not typing all of this on my phone.
It is a WAV kick. However, I have tried placing the table in other channels with the same result--a pop in the right (and center) channel. Left channel is unaffected. This occurs on both emulator and hardware, and I suspect it is just something I have to work around/hide.
I am curious as to why it does this, though.
387 Jul 27, 2012 3:07 pm
Re: M command table - popping in right channel? (13 replies, posted in Nintendo Handhelds)
This happens with panning in tables too, I think it has something to do with the sudden change in volume. I too would like to know the reason for this
Well, I am accustomed to panning clicks and envelope clicks, haha. All part of the joys of DMG music production.
Mostly I'm wondering why the left stereo channel seems unaffected by the pops my M commands produce. It's just...odd.
388 Jul 27, 2012 2:56 pm
Topic: M command table - popping in right channel? (13 replies, posted in Nintendo Handhelds)
I'm not normally a sidechain kind of guy, but I am working on a song and thought the effect might suit it. I added some M commands to my kick table.
Basically,
M22
M33
M55
M77
H04
It sounds pretty decent, but there is a click/pop sound noticeable in the right stereo channel. Both on emulator (BGB) and DMG. The pop may be present in the center channel but masked by the kick.
I've tried different variations of M commands and the pop is still present. It's not a *huge* deal--I can probably hide it with some noise channel work, but i was curious if anyone else has run across this. It's odd that the pop does not occur in the left channel.
(I have tried on recent LSDJ versions and 3.9.)
Any ideas?
389 Jul 27, 2012 1:19 pm
Re: 2xLSDJ (42 replies, posted in Nintendo Handhelds)
snesei wrote:I always wanted to try making a 2xLSDJ song but get strayed away from the thought of having to fill 8 channels lol,
You don't *have* to fill all 8 channels! That 2nd DMG can be very effective adding chorus effects or super stereo echoes to your leads. Or 2 channel stereo arps or something. Try writing a 1xlsdj song and then using the 2nd DMG to just fill the sound out.
[edit] sorry for the double post.
390 Jul 27, 2012 1:18 pm
Re: 2xLSDJ (42 replies, posted in Nintendo Handhelds)
I always wanted to try making a 2xLSDJ song but get strayed away from the thought of having to fill 8 channels lol,
You don't *have* to fill all 8 channels! That 2nd DMG can be very effective adding chorus effects or super stereo echoes to your leads. Or 2 channel stereo arps or something. Try writing a 1xlsdj song and then using the 2nd DMG to just fill the sound out.
391 Jul 27, 2012 1:16 pm
Re: 2xLSDJ (42 replies, posted in Nintendo Handhelds)
I usually write the frame of the whole song on 1xlsdj, so I have the song structure and all the parts basically done. then I copy/past the whole thing below and start writing the second lsdj's parts one channel at a time in the copy/paste section. That way when I'm writing the 2nd lsdj's pulse parts, for instance, I can still hear my main bass line or whatever.
I like working with one lsdsng/sav for as long as possible. Eventually the two parts become independent of each other and require two separate .savs, but by then the song is pretty close to finished.
392 Jul 27, 2012 1:09 pm
Re: ANAMANAGUCHI LIL FUN TOUR 7•31 - 8•8 (29 replies, posted in Past Events)
That's odd, there isn't a date for Madison, Alabama.
393 Jul 27, 2012 12:08 am
Re: increasing lsdj "efficiency" (24 replies, posted in Nintendo Handhelds)
Yeah, I use two S commands on my usual snare and if things get too complex it misfires sometimes. I've slimmed down to one S commands in crazier sections.
394 Jul 26, 2012 11:27 pm
Re: increasing lsdj "efficiency" (24 replies, posted in Nintendo Handhelds)
This happens to me every now and then. All you can really do is reduce the complexity by either making the tables you're using simpler or by playing less channels during the part with slowdown (for instance, this song: http://roboctopus.bandcamp.com/track/th -the-world has a SUPER sample heavy bridge and the DMG chugs badly through it, and that's with pretty minimal/simplistic pulse work).
My advice is to just look at what's going on during the slowdown and simplify things. Or don't use all the channels during that part.
Yeah.
395 Jul 26, 2012 11:39 am
Re: Frostbyte - Codex (144 replies, posted in Releases)
Twas fun guys! Everyone killed!
Also,
Cheapshot I was definitely feeling the direction of your new shit!
396 Jul 25, 2012 1:31 pm
Re: Frostbyte - Codex (144 replies, posted in Releases)
I'm not archiving my set.
397 Jul 25, 2012 3:15 am
Re: Frostbyte - Codex (144 replies, posted in Releases)
But seriously, David Sugar forever. Totally on.
398 Jul 25, 2012 2:51 am
Re: Frostbyte - Codex (144 replies, posted in Releases)
Now that I think about it, I hate hype, yet I'm doing this show. I'm so confused right now.
399 Jul 25, 2012 2:11 am
Re: Frostbyte - Codex (144 replies, posted in Releases)
yeah. this release has gotten the most hype of anything i've seen in a while...
do.not.disappoint.
pressure!!!
Frosty is certainly good at marketing!
Hell, I should get him to market my next release, haha. He sure knows how to drum up hype!
400 Jul 25, 2012 12:19 am
Re: Frostbyte - Codex (144 replies, posted in Releases)
I'm going on at 8pm eastern...maybe a bit later if other people run behind.
I think I'll play a few new songs. Can't wait to see what the other guys play!