MusicallyInspired, on 25 September 2018 - 09:21 AM, said:
Nice! Are you also implementing metadata loop tags for seamless looping? (for source ports that support it)
I never used looping, but it is planned to implement it.
Mark, on 25 September 2018 - 12:07 PM, said:
I played dethtoll and it sounded slightly slower than normal tempo and in a lower key. Is it just me?On grabbag it seems like the drums fade a bit starting at around 11 seconds. But at the start and end of the song they sound fine. But the instrument sounds themselves are great.
The MIDIs are all exported from the game itself and haven't been altered, so it's a little odd if Dethtoll should sound different. About Grabbag, I think it just sounds like this on this device. The guitars are fairly powerful so the drums go more into the background.
I will see what it sounds if I use MusicallyInspired tips.
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If you're recording EMIDI files (Duke Nukem 3D, Shadow Warrior, Rise of the Triad, Blood) you must delete the channels that are meant for other music devices because some tracks have duplicate (and sometimes triplicate) channels which the game engine chooses from to play based on which device driver is loaded (General MIDI, FM synth, or GUS). Otherwise they'll all be playing at once overlapping eachother and not sounding the way that they're meant to. Just make sure anything saying "FM" or "GUS" is muted or deleted.
Yeah, I had those tracks removed. I wasn't aware though that Rise of the Triad does that as well.
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Make sure there's enough extra content to allow the original final notes to fade out and then you can start fading out the track (I do this to make listening to the tracks outside of the game bearable and not end abruptly, but the game safely skips this due to the loop tags). It's also at this exact point that you should note the sample count (which you can get at the top counter). This value is what you'll use for the metadata loop LOOPEND which will trigger the game to loop back to the first loop point. Also note the sample count position of the same point of this copied portion at the beginning of the track so that it loops seamlessly. This will be metadata tag LOOPSTART. You'll add these tags in the final outputted OGG and FLAC files.
The stop was rather abrupt I agree, I didn't get the idea to open them in my DAW. I will do that from now on. Might I send you a PM if I get stuck somewhere?
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Then comes the mastering/normalizing. What I do is add a soft (but not too soft) multi-band compression and boost the overall volume just to keep the track from clipping but sounding more lively and beefy. This is more effective than simply normalizing but it does squash the audio a bit. Compression is a bit of an art and you have to use your ears but as long as you're keeping the volume levels across tracks mostly sounding the same after compression and not sounding too "heaving" with a "push/pull" effect, you'll get a decent effect and the music won't sound too quiet (which it often will if you simply use raw recordings). Cakewalk has a built in multi-band compression plugin, but I don't know if the free Bandlab version does or not....
I do have FL Studio 20 at my disposal, I guess I can put that to some use. I was using the trial version of this program (
https://auphonic.com/leveler) to do the loudness normalization. It uses LUFS so every song will have the same volume and it'll also put a compressor on it so it doesn't clip.
Thanks so far for all the tips, onto V2 then
EDIT: Nevermind about FL Studio 20. On ALIENZ.MID I noticed it doesn't play the drum part right. So I will get myself acquainted with Cakewalk Bandlab.