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G.A.M.E 5.0 Planning Thread - Summer G.A.M.E.s

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Guess we got some bit rate issues again. I'll have a look at Blu and Ultim8's songs. And I'll upload Ultim8s originals instead of my versions.

You're gonna get some compression on the Soundclick conversion, can't help that.
 
Chasteleth said:
I'm pretty sure I exported my wav from cubase as 32bit 44.1khz, no loop. That should be alright shouldn't it?
Yeah, yours was 44.1 too. I presumed everyone was 48. No worries, just have to separate the 44.1 songs into another project.
 
You guys should download the files to double check, don't use the soundclick versions as a reference.

All the tracks sound fine to me except Speed Dreaming, which sounds really messed up. But like I said, download the zip to make sure, don't use the stream!
 
pirahna1 said:
You guys should download the files to double check, don't use the soundclick versions as a reference.

All the tracks sound fine to me except Speed Dreaming, which sounds really messed up. But like I said, download the zip to make sure, don't use the stream!
Don't DL yet, I'm going to re up the entire zip.

here it is!
 
Page load error. Address not found

EDIT:
fixed


EDIT 2:

Ok Lil smoke, they are still messed up. Can I just give you my mp3 renders? They aren't sped up at all and they sound great, plus the bass doesn't get compressed at all like they are in your renders. If tried listening to the songs on multiple speakers and I don't hear any problems with my mp3 renders.
 
Sorry guys. I guess I'm learning some new things about Cubase in regards to sample rate conversion.

Hey ultim8, there are no effects on your original tracks, only a limiter. However your tracks are from 3-10 db beyond the digital limit. A limiter is set to ensure that no signal beyond 0 decibels is allowed thru. Digital signals beyond 0 dbfs may result in clipping and distortion that may be harsh to some. Now the limiter will prevent this, but the tradeoff is a difference in quality. If you want, I can bypass the limiter on your tracks, and let the signal pass. Take a listen to this last set (fucking hopefully this one is done right... my bad again) with the limiting and you can decide whether you like it or prefer without.

Give me a sec...
 
Anyone using Cubase? It seems like it has an issue with slightly changing the tempo of the tracks I'm importing. Even without any conversion! The songs are indeed coming in a few seconds off.

Monchi, what were you saying about ACID loops?

This is becoming an odd ordeal... Take that ACID shit off :D
 
Acidized loops tripped me up in the last compilation. Unfortunately i've never used Cubase so i don't know what to look for. In soundtrack pro a file that contains loop information shows up with an extra icon (mertronome).
 
ultim8poo, what are your other rendering options when you output your WAV/AIFF file?

smoke, see if you can re-render the file in Audacity before running it into Cubase. do you hear a difference before and after the files are rendered in Cubase?
 
On a posting marathon here...

I converted those ACIDs to standard WAVs, so the timing should be ok now.

ultim8 and xenoGenome's tracks

Chasteleth said:
Yeah thats cool, thanks.

So what was it that caused the speeding up thing?
Apparently ACID WAVS have internal timecoding info, and Cubase cannot interpret it. I had to use Audiofinder to convert the ACIDs, then bring them into Cubase. Learn something new everyday :)

Still waiting LFK.. earth to LFK.
 
lil smoke said:
On a posting marathon here...

I converted those ACIDs to standard WAVs, so the timing should be ok now.

ultim8 and xenoGenome's tracks

Apparently ACID WAVS have internal timecoding info, and Cubase cannot interpret it. I had to use Audiofinder to convert the ACIDs, then bring them into Cubase. Learn something new everyday :)

Hey Smoke, that link isn't working for me. It links me to "http://www.zshare.net/download/6269412396699b3a/]un-acidized.zip - 42.62MB" but that can't be right, right?


*edit* What the fudge now it works, never mind. Sounds good Smoke!
 
monchi-kun said:
ultim8poo, what are your other rendering options when you output your WAV/AIFF file?

smoke, see if you can re-render the file in Audacity before running it into Cubase. do you hear a difference before and after the files are rendered in Cubase?

Shit, I think I saved them as ACIDized. I'm just now noticing. My bad. As for rendering options the only other option I have is delay compensation. I save the tracks as 32bit float. I have max polyphony disabled and an antialiased TS404 synthesizer.

I can send you unACIDized wav tracks if you want.

Also, I can run a limiter in FL to make sure it stays at accepted levels too.

EDIT:

Okay I'm running the limiter through and making sure everything stays below 0db. I'm making necessary changes to soundgoodizer to ensure this.

So far Space Diamond seems like it doesn't have a problem. The others seems loud.

EDIT 2: Wow, Mood Swings is just terribly loud. Need to fix that.
 
pirahna1 said:
Good rule of thumb is to keep ALL tracks between -6 and -12 db. That way there's no way you'll get any sort of clipping.


I have a ceiling of 0 db and a gain of -6 db. Would that work? It sounds pretty good, although I need to turn up the volume a bit more on my speakers.
 
ultim8p00 said:
I have a ceiling of 0 db and a gain of -6 db. Would that work? It sounds pretty good, although I need to turn up the volume a bit more on my speakers.
By -6 db do you mean negative gain? Meaning, the ceiling is 0 and you reduced the gain by 6 decibels?

It takes a bit of learning, but careful and deliberate gain staging while mixing would really help. You can actually work at 20 db below zero, and when it comes time for final processing, your mix will be potentially loud and as clear as ever. Understand the difference between powerful bass frequencies, which are not linear with the way out ears hear loudness. Also transient peaks uncontrolled wreak havoc on leveling processors, so these things need to be noted during the mix.

Also, remember, 32 bit float only references the level INSIDE the DAW. Once you export, anything outside the realm of nominal digital level introduces distortion. Best bet is to not only stay away from red on any and every channel, but to be wary of yellow as well.
 
lil smoke said:
By -6 db do you mean negative gain? Meaning, the ceiling is 0 and you reduced the gain by 6 decibels?

It takes a bit of learning, but careful and deliberate gain staging while mixing would really help. You can actually work at 20 db below zero, and when it comes time for final processing, your mix will be potentially loud and as clear as ever. Understand the difference between powerful bass frequencies, which are not linear with the way out ears hear loudness. Also transient peaks uncontrolled wreak havoc on leveling processors, so these things need to be noted during the mix.

Also, remember, 32 bit float only references the level INSIDE the DAW. Once you export, anything outside the realm of nominal digital level introduces distortion. Best bet is to not only stay away from red on any and every channel, but to be wary of yellow as well.

Yep, that's basically what I did. I learned a lot just right now. Next time I'll start out working at sub 0 dbs with the limiter. I have them done and I'm right now uploading them to Zshare. There is a noticeable difference in loudness and I hope it works out for you. If not, the unACIDized ones you posted on here sound just fine.

I'll send you a PM when they are ready.
 
Chasteleth said:
I really need to get some more mixing knowledge, can anyone recommend some books or other learning material?
From what I can hear, you sound very good... perhaps your environment (like most of us) prevents you from getting that perfect sound. I thought I heard some slight low midrange issues, but when the track is good it doesn't matter IMO. Anyway look up 'Bob Katz: Mastering Audio' for some good stuff. I have a few more decent refs, I'll post them up in a bit.

ultim8p00 said:
Yep, that's basically what I did. I learned a lot just right now. Next time I'll start out working at sub 0 dbs with the limiter. I have them done and I'm right now uploading them to Zshare. There is a noticeable difference in loudness and I hope it works out for you. If not, the unACIDized ones you posted on here sound just fine.

I'll send you a PM when they are ready.
Now that's wus up. When we're all learning while wasting time on GAF, that is the shit. Yeh get them to sound exactly like you want them, without worrying about loudness... That is the trick. You got some good stuff too.

Take your time... we are awaiting Kyoto, who is an original GAME member, so we cannot release until he is ready.
 
AKAI to release their own series of micro controllers

lpd8.jpg

LPK25.jpg
 
That's just akai struggling to be relevant, From what I read on the read on the internet, they barely support their past or current products and would rather create an entirely new model.

Is it too late to add a track? :lol
 
pirahna1 said:
Good rule of thumb is to keep ALL tracks between -6 and -12 db. That way there's no way you'll get any sort of clipping.

That's really too much headroom to be honest with you. -3dB is fine if the mastering engineer knows anything about compression or limiting.
 
monchi-kun said:
aight, back from biz trip...lemme know if i can help w/ anything smoke
Probably should release what we have now, if everyone is happy with their final tracks.


~ Those Logic plugins look strange for some reason to me. And they should have used the same song to demo those amps and heads.
 
Okay, boys and girls.

I realize that many of you have requested my 'surfing shinobi' pic for the illustrious game 5 cover.

HOWEVER-- I think this project deserves something better.

before I go down that avenue, I humbly submit this concept for your consideration. After listening to the music, and in keeping with the theme of incorporating the NeoGAF logo into the design, this is what I've come up with:



iv8x79.png


Thoughts are welcome.

Also, my track is forthcoming.
 
personally - every font needs to change but the "GAME 5" text

annnnd

the gradient on the pulled over sleeve needs a bit of work

but other than that it's awesome
 
THe fonts for everything BUT the logo are totally replaceable. :p They could all be done in the graffiti style of the logo itself, save of course for the artist list, which needs to be more legible. I wanted to get the concept out there before I committed any of the list or subtitle fonts permanently
 
my recommendation: keep the summer games font - if gaming age/art musica electronia text is changeable put it to a more modern font or even remove it completely- if you still have the full image of the original, use a mirrored image on the fold, put the text Featuring on it, then make the artists fill up as much room as possible (no gaps) even if it means alternating the colours orange and white - not sure if I'm making any sense

And why does it say gaming art? ;p
 
modus change it to not include me. i couldnt have my wavs ready in time.

next one though. im in. i cant believe i deleted my session files ughhhh
 
something like this modus: just not as cheesy though (as i screwed up the featuring text and didn't intend to be like that at all really)

edit: it's a little hard trying to make the artists text not distract from the image while making it still a prominent piece on the coverart. ack

woot.png
 
I'd say keep the page flipped the way it was but lose the gradient, and add the same distressing you have on the cover. Lose the names on the front altogether, but ad some kind of fake cheesy small logo for G5 on the black.

Not a fan of any of the fonts. "Summer Games" looks off on this layout. I think you don't need to spell out "Gaming..." Just put Summer Games there or somewhere else on the left. Not a fan of the quick sketched teeth, while everything else is so richly textured.

Looks really good tho :lol Don't the names go inside or something?

~Last Call For Songs. Neptunes, did you have something? PM.
 
lil smoke said:
I'd say keep the page flipped the way it was but lose the gradient, and add the same distressing you have on the cover. Lose the names on the front altogether, but ad some kind of fake cheesy small logo for G5 on the black.

Not a fan of any of the fonts. "Summer Games" looks off on this layout. I think you don't need to spell out "Gaming..." Just put Summer Games there or somewhere else on the left. Not a fan of the quick sketched teeth, while everything else is so richly textured.

Looks really good tho :lol Don't the names go inside or something?

~Last Call For Songs. Neptunes, did you have something? PM.


:lol sheesh, proof of concept people! After posting that, I made the exact changes you mentioned (I'm keeping the "gaming art musica electronia" however--gotta keep with the established theme). The teeth are now fully integrated into the design, as is the texture on the page flap. as far as the names, we put them on the front of the last GAME cover. the TRACKLIST will go on the back.

I'll have the final uploaded tonight.
 
Aw man how the hell did I miss this thread until now?! I've been wanting to get into these G.A.M.E. projects since I heard about them. And the thread was started while I was unemployed too. Damn, oh well. Loved 4.0, looking forward to seeing 5.0 come together. Great job guys. Love these collaborative GAF efforts.

I'm already on the lookout for the 6.0 planning thread!
 
Awesome art m0dus, as always. Just one thing, could you replace SDZeta by SupraDarky? Unless we're going with the forum names on the cover.
 
artist/track-list will be posted by Lil smoke...all contributors verify track names once the post goes up so we can release this bitch :D
 
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