The programs it offers sound like they're right up my alley, but I have a hard enough time in my current community college... Fffffffff....
When you use Sonic for a college assignment (music)
#16
Posted 10 November 2011 - 04:14 PM
The programs it offers sound like they're right up my alley, but I have a hard enough time in my current community college... Fffffffff....
#17
Posted 10 November 2011 - 04:16 PM
Falk, on 10 November 2011 - 04:05 PM, said:
Chimera, on 10 November 2011 - 03:51 PM, said:
(My professor did the original pre-kinect xbox360 logo jingle and is the coolest professor in the college. Where else do you see a student get asked to play Mass Effect 2 in class so that he can talk about how the interactive music works)
Okay, if I was a musician I would take your college in a heartbeat. I'm going more into graphic design though so that's a whole other thing. You.... You know what you're doing with what you're learning, and I applaud you for your excellence.
Also, around 2:22 on your SoundCloud (Be Cool), I was reminded of Starlight Carnival. Was I suppose to be? :P
Falk, on 10 November 2011 - 04:05 PM, said:
Ch1pper, on 10 November 2011 - 04:00 PM, said:
100% correct hahahah. Saying you prefer to use a PC and detest macs here is like a death sentence. However I wear that badge of dishonor with pride.
I'd have to hurt myself. A lot. XD
#18
Posted 10 November 2011 - 04:17 PM
But yeah, the majors here are all really good. I honestly was torn between electronic production & design (which I feel is the most relevant today), film scoring, and music production & engineering. Ended up throwing my lot in with a dual major doing the latter two.
edit: I can't actually remember the music of Starlight Carnival off top of head (don't hurt me D: ) but someone also said the B section before it sounds like Seaside Hill, which I've never played prior to Generations. I guess it's one of those sonic-y, or japanese-y generic progressions. I actually got the progression idea from a totally unrelated franchise-> 1m03s of
So yeah, quite a lot of the references are half unintentional. I guess it's also testament to how varied sonic music is as a whole.
#19
Posted 10 November 2011 - 04:26 PM
It sounds like the beginning base sound of this right here:
Only the first two-three notes of that song sound like the part I pointed out. I'm weird; maybe I should learn musical theory. lol.
Then again, all artists are weird, no? :P
#20
Posted 10 November 2011 - 04:32 PM
#21
Posted 10 November 2011 - 06:59 PM
Thought it fit pretty well to just a normal run through of Rooftop Run so I made it happen.
#22
Posted 10 November 2011 - 07:30 PM
#23
Posted 10 November 2011 - 08:05 PM
EDIT: Just remembered wind waker had dynamic music too. The "sneaking" music got more... ominous (I guess?) the more you moved.
#24
Posted 10 November 2011 - 08:18 PM
#25
Posted 11 November 2011 - 12:34 AM
What was your process for putting something like this together? What do you use to make such wonderful music? The quality is so great that it fits perfectly! I have such a passion for music, but I just feel that I don't have the right tools.
#26
Posted 11 November 2011 - 01:51 AM
Indigo Dude, on 10 November 2011 - 08:18 PM, said:
I actually need to finish college :V
Unless they're offering something that can put food on the table long term, which is rare. Music/audio guys are the bottom of the food chain in game development unfortunately.
XCubed, on 11 November 2011 - 12:34 AM, said:
What was your process for putting something like this together? What do you use to make such wonderful music? The quality is so great that it fits perfectly! I have such a passion for music, but I just feel that I don't have the right tools.
Cakewalk SONAR is my DAW of choice, although nowadays it honestly doesn't matter. In terms of sounds, guitars and bass were fake-recorded (I play them note by note, then stitch them together). Drums are one of the default kits off Native Instruments Battery. Violins/other orchestrals are off Vienna Symphonic Library. Piano and acoustic guitar were recorded live.
For the techno version, most of the sounds are off Vengeance Club Essentials. The D&B groove is basically me mashing random keys on a sliced up amen break: (gah, auto-embed)
()
#27
Posted 11 November 2011 - 05:22 AM
#28
Posted 11 November 2011 - 06:06 AM
So instead, I'm just going to tell you I am in awe of how that worked out. You're right that Generations actually does the effect as well and I love it every time when in Green Hill and Sky Sanctuary (the only two levels that do this), if you are idle or going under top speed, you get the normal song. When Sonic is running at full speed, the percussion and extra guitars kick in to accentuate the fact you're going faster.
Sadly, then you hit the boost and that retarded equalization effect kicks in and shits all over the melodies. It's just as bad as including a constantly used battle theme that completely swallows up very nice compositions. Right, Sonic Unleashed?
Not Sonic related, but as you mentioned, action games play a lot with this music effect in changing songs. Phantasy Star Online way back on the Dreamcast was one of the first I remember doing this. The upcoming Devil may Cry has been teased by Ninja Theory to pull a similar effect depending on your performance in battle. So it begins with a basic but plain song, adds guitars as you go in, and if you manage to reach really high Style Meter levels, it adds vocals. Dynamic music like that is something that's very much interesting. One bit I love that was used in a movie I saw recently (should check it out, obviously) is during chase sequences in Hanna. The Chemical Brothers did a fantastic job with that.
#29
Posted 11 November 2011 - 08:34 AM
However looking back, I can't really even remember anything about the music except that it had harmonica. It was good during gameplay, but I'm not too sure if it made a lasting impression. That being said I grew up on Final Fantasy and the like, so maybe I'm just a tad biased.
edit: I guess I should also mention it's not the first assignment I did music for Sonic footage for. :V The earlier elective in the chain taught basic modtracking (since it's still in use in DS games today - although definitely a dying breed, the techniques are good to know) and I did Colors final boss in a completely different genre vs the original music. The final tracker file was something hilarious like 200kb, and it could be sped up and slowed down at will quite a bit before it started sounding dumb.
#30
Posted 11 November 2011 - 08:55 AM
Just a note, not to this depth, but Sonic Heroes actually did something like this. I noticed it in a few stages, but it mostly stuck out to me in Mystic Mansion, where a part of the song will loop until you enter a certain part of a stage and then the music will continue to the next part. They set it in that stage so the music will be at it's more jazzy parts when fighting enemies, and then play the catchiest and most intense part when you get to the car driving sections.
However, I wish this stuff was more common in Sonic as it can be great for mood & thrill capturing.
