GunChleoc {l Wrote}:What do you mean with both regions?
GeekPenguinBR {l Wrote}:but still quiet compared to the other instruments, since it is not mixed yet.
GeekPenguinBR {l Wrote}:due to the presence of other instruments, I think that you should change the dynamics of the low note for a upper level, eg. from piano to mezzo piano or from mezzo piano to forte but a level upper compared to the high notes played by the bag pipe.
GeekPenguinBR {l Wrote}:Now, a suggestion: the stretch from 00:00:26 to 00:00:39 has not a clear melody, but basically an accompaniment by synthesizers. We know that they have not the intention to create a very specific cultural profile for the track, but why not insert a melody played by the bag pipes from 00:0026 to 00:0045? This will make the song sounds even more Scottish and even better than now. What's your opinion?
0zone0ne {l Wrote}:GeekPenguinBR {l Wrote}:but still quiet compared to the other instruments, since it is not mixed yet.
That's actually a bit worrying since I've mixed it since last time and I thought the bagpipes were the right volume...
Well, sometimes I export track by track (every MIDI voice played) as .wav and this makes the mixing easier.0zone0ne {l Wrote}: I'm unclear. What do you mean by low notes and high notes? Are you referring to the drones and the chanter, or something else entirely?
Yes, the drone (low notes) and the chanter (hig notes).0zone0ne {l Wrote}: I'm sorry but I disagree. It's important to have a few parts of the music with a more vague melody... I'm sure that this was a conscious decision made by Krobonil when he composed the song.
Ok. It's his song.0zone0ne {l Wrote}: Also, I'm a bit worried that you heard synthesisers in there. Playing the melody from 00:26 to 00:33 are some strings (violins + violas) and a dulcimer...
Yes. Using a headphone I hear the difference now.
GeekPenguinBR {l Wrote}:I think that you should change the dynamics of the low note for a upper level, eg. from piano to mezzo piano or from mezzo piano to forte
0zone0ne {l Wrote}:I'm not sure what other music sequencers you use, but MIDI doesn't actually work that way. Each note has a velocity between 0 and 127, this determines how hard the note is being pressed, like a piano key.
0zone0ne {l Wrote}: You want the drones to be louder, right? I have the chanter and the drones on different tracks, so really it's just a matter of getting the mixing right, since they are both on full velocity. The drones aren't doing a melody, chords, or anything relatively important, they're only filling up texture, so I figured they should be somewhere in the "back" of the music, volume-wise. What you're saying is that they should be more upfront, like the main melodies, but that means that when the drones stop and the second section starts (with the fiddle), there is a large drop in overall volume. I need to try to get them as loud as possible while keeping them out of the "first
plane" of instruments.
0zone0ne {l Wrote}:I have everything turned up to 127 around 90% of the time.
Arthur {l Wrote}:To get things more natural and organic, it's nice to rather have a random/semi-random value between 100-127, but I know this may be more work...
0zone0ne {l Wrote}:Thank you for all of your feedback, and I've considered all of it... I will integrate as many of this discussion's ideas as I can.
I will leave the bagpipes with the short grace notes. They won't sound 100% realistic but I need to acknowledge the way they are played in real life, as I do with the other instruments and in the other songs.
And about sounding authentic, well.. how many other songs in the game sound completely realistic? The other songs I've done don't sound very realistic either.
@Krobonil
I can put a few less quantized notes in the whistle at the end. But I am curious about the reason for this?
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