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Credits & Info

Jun 8, 2014 | 2:44 PM EDT
File Info
1.6 MB
42 sec
3.85 / 5.00

Licensing Terms

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

Rated 3.85 / 5 stars
Plays & Downloads:
512 Plays | 6 Downloads
Share Links:
Electronic - Video Game

Author Comments

Set out to make something that you would possibly hear in an adventure/ rpg game.



Rated 3 / 5 stars

The music, for the most part, sounds like something off Final Fantasy X (ever heard the theme from Bikanel Desert?) Now I can kinda sorta visualise what you're going for here, and it's solid.

However, I have three gripes with the piece.

FIRST: Instrumentation.

Depending on what kind of feel you're going for, the ideal choice of instruments could go one of three ways.

1) Set it purely to piano, for four hands, and make it soft and delicate.
2) Set it to something very remotely oriental, like a koto and a shamisen for some of the parts.
3) Make it sound like it came from a western! Guitars, harmonicas, subtle basses, possibly an oboe for melodic accents.

The instrument choice here, by contrast, is uninspiring. It sounds bland and generic -- although not all of it can be blamed on instrumentation. You see, with the right technique, even the worst instruments can sound cracking. Which leads me on to...

SECOND: Volume control.

The instruments here are played with the same volume with every single note. This makes it sound unnatural and very stereotypically reminiscent of a MIDI.

Now, to circumvent this: listen to someone play the piano. Doesn't matter what his skill level is. You'll find subtle differences in volume between notes. It's a natural human touch we give to our instruments. In sequencer language, we call it humanisation.

If you are using FL, open the piano roll and look to the bottom of the screen. You'll notice some green vertical bars. Other sequencers ought to have the same function. That is your note-for-note volume. You want to play around with it. Hold left click and run your mouse through it, and see what it gives. Change it around, make some slightly softer, and others slightly louder. The key is for it to sound natural.

THIRD: Mixing.

Now this could cover tutorials way past the character limit of this section, but this is what I notice: everything is panned to the centre!

To the side of each instrument you use there ought to be knobs for channel volume and panning. You'll also have a mixer, which you can access in the View menu. The whole point of panning is this: imagine your instruments are in a room, and you're gonna sit there and listen to all of them being played. You want to place them at different parts of the room for the best sound you can get. Try moving the knobs left and right, and the volume sliders up and down, and see the difference it makes.

I also want to cover reverberation, or reverb. Again, this is done so that your instruments sound as natural as possible. You have different settings, like if you want it to sound like your piece is being played in a studio, or a hall, or a cathedral... Confirm with me if you do use FL: if you do, I'll help you with some tricks on it when I get the chance.

tl;dr: Solid ideas, but suffering greatly from lack of humanisation and mixing. With the right tweaks, it would prove very atmospheric!


VacantVirtuoso responds:

Thank you for taking the time to write such a detailed review, a lot of the things you explained made a lot of sense, i pretty much have no music background or understanding of this program at the moment which shows in this piece, also the program i use is indeed fl studios, thank you again.