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Credits & Info

Uploaded
Aug 3, 2012 | 11:42 AM EDT
File Info
Song
2.4 MB
2 min 5 sec
Score
3.65 / 5.00

Licensing Terms

Please contact me if you would like to use this in a project. We can discuss the details.

Score:
Rated 3.65 / 5 stars
Plays & Downloads:
331 Plays | 13 Downloads
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Genres:
Electronic - Video Game
Tags:
None

Author Comments

Just made it I can feel it possibly going somewhere but I'm not sure what to do just yet, and everything I think of adding to it makes it seem just never-ending, but its ok as a loop I guess.
Gimme some feedback or tips, It would be much appreciated

Reviews


ZafreceZafrece

Rated 3.5 / 5 stars

Every sound is in the same channel from what i can hear, try separating them into a different channel, and assign them to a separate mixer track aswell. This will stop allot of the sounds fighting for control over the same chan. If you hear a sound all the sudden get way softer than you intended it when another one is starting to play, this very well may be the answer. The whole song seemed rather empty, you had allot of vacant hertz ranges going on at any given time. The following hertz ranges aid with the following things. 30-140 give or take, add body to a song. It gives it a flow if you will and helps blend tones and establish a feel. 140 htz to 400 htz this is your tonal bass or the bass that you generally hear that helps set the key or mode of a song. This is also where songs can tend to get muddy if not eqd correctly. mid range 400-2.5k give or take on taste, this is mostly where lower ranged chords go in to set the key in which something is being played. Upper mid, 2.5k -5.3k- Higher chords can be placed in here to help establish a mode of a said key along with leads. If chords are placed here they usually accompany the drums to emphasis the beat or add to syncopation. 5.2k-18k ( not much use going into 19-20k as those simply mud up the mix for the most part) this range is your high hats, harmonic tones of melodies and the crispness of the song all rest in this range.

All of these ranges need to be used in some given form to make for a balanced sound. You generally had no sub bass or bass in the song, most all your sounds were comprised of mid and highs. You also had no carry over from single notes, allot of times if you are simply going to use a single simple lead as an intro, try putting slight reverb on it to aid in covering the sound caps between notes.

Mixing tips- Your kick should generally always be the loudest part of a mix with in electronic music. A simple rule of thumb ( give or take) is the kick should not exceed -8db, and the bass is the 2nd loudest part of the mix. everything else should not exceed the db of the kicks. ( this is pre master of course) This way it leaves you some room to throw in something like maximus and give it a little master before shipping it out. Param eq 2 is your best friend, on each chan you have a sound set to, make sure to clip off all the useless harmonics of a sound before finishing with it.

Hope this could help in some way, keep at it and ill check back on you later.