wtf is this callob i alway prefered squares balls sux
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wtf is this callob i alway prefered squares balls sux
technically, this is a square collab, since it's made of pixels when you look closely, and those are pretty much squares.
Hahaha
Dial IT !
Dial it. Dial it stupid ! Dial it. Dial it stupid !
HAHAHA
It's been a long time I didnt see the Time stop joke ^^ Make more shorts !
Handsome !
Well this is the greatest idea ever, to put real NG artists in the game ; that creates an awesome dimension.
Yeehaw
Finally I beat the Doctor. Nice game.
Audio Portal scrubs can't handle pure industrial sounds
this is gold
Thank you, 18th President of the United States Ulysses S. Grant.
You can't just put random sounds and rhythms and proclaim this is a song.
There isn't an established structure : the so-called drop do not bring any contrast, therefore they are practically invisible.
The sound design is unoriginal, and violent : it sounds like you wanted ALL the sounds and instruments to be ALL POWERFUL, but sound design is about the sounds working TOGETHER, not all of them being ear-destructors.
I don't know what you are hearing, but this is very original, plus the fact that the songs are, of course, random, but they are set to fit the song. The sound design is supposed to be violent, hence "Strong Force". In the sense of sound design, it is called "Strong Force" in that all of the instruments (especially the bass drums) are attacked. Also, your definition of a drop will be different from anybody else's. After the break following the second drop, the feel goes from all-powerful (as you called it) to solemn (but still somewhat attacked).
Now back to the random sounds:
The sounds are, in fact, random. I wanted to mainly apply the cinematic feel, but also supply the sense of a variety of sounds into the songs. The beginning is a reverbed GMSynth Square, designed to give it a feel of a post-Armageddon-era game. There are two kinds of the synthetic plucks (high and low), both of which play on the second half of that given measure (first measure is low plucks, second measure is high plucks). Now for the strings. There are two types of strings used in this song (natural DirectWave and synthetic DirectWave, both of which are the two String Ensemble DirectWave presets). The lead in the drop is significantly different from the main lead. It is more reverbed, plus it is a DirectWave+MiniSynth combination preset, not much else to say about it. Now for the percussion. Yes, I did overlayer the kicks, but I intentionally did so to give the harsh part of the main feel of the song. Here is another very important part, you bass and subbass. I used a Picked Bass guitar for the subbass, and a 16th-note-segmented Chopped Bass for the bass and subbass support. Now for the main drop instruments, the wubs. I used two wubs (a Double Octave Wub and a Big Wub). The Double Octave Wub has a three purposes: a filler for the the drop, support for the Big Wub, and support for the High Plucks. The Double Octave Wub is a MiniSynth+GMSynth combination preset. The Big Wub, the main drop instrument, was the big key to the drops in this song. It was a special GMSynth preset I created in the process between Truth 2 and this song. In a lot of my dubstep songs after Strong Force, I have used this preset.
(speaking of dubstep) I am, in fact, still new to dubstep. This song was my first successful attempt at a dubstep song. This song is set as a big milestone for me. I have done more advanced, but I can't go too much over the top. I don't have the full version of FL Studio, but I have FL Studio Mobile, in which I used this to create Strong Force.
So that is pretty much it. Hope that clears it out (or not, but if you are still against this song, I can try to do better).
c'est vraiment ce qu'on appelle dans le métier une track en béton de type classique
Et si on regarde bien, on voit que le morceau monte et continue même en dehors du graphique
I like to animate things and make electronic music
Age 33, Male
France
Joined on 6/10/07