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Amberwolf

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Everything posted by Amberwolf

  1. If you need accents, environmental sounds, stuff for trailers or game music, or even movie / video effects, this is a really good deal. If you're like me and experiment in sound, some of the stuff they've got is quite interesting. If I hadn't gotten an even better deal a while back (probably thru APD) on ST's "MASSIVE 3-IN-1 BUNDLE" https://sampletraxx.com/release/massive-3-in-1-bundle/ that is probably half of their catalog (maybe more?) I might be interested in this everything deal...but for the few things I don't already have, it's not worth the $99. for what I might actually use out of them. I do use pieces of them; there are a handful scattered within my present untitled WIP, from various parts of the M3/1 bundle Most of them are used as subtle percussive highlights, some are obvious transition elements but I don't like most of them on their own, so I stack them up wiht other things and mutate them in time / pitch / etc. (give it a listen, you'll like the evolving beat and interplay with lead and the tension building vocals.) https://amberwolf.bandcamp.com/track/untitled-072425-000001 Orignal version still over at: https://soundclick.com/share.cfm?id=15064964 There are a number of Volta bits in No Bigger Than The Space Of Time, mostly effects chopped up and used percussively. https://amberwolf.bandcamp.com/track/no-bigger-than-the-space-of-time There are also bits of various things from them, primarily Old Broken Piano, in Aftermath of Sunlight and Pre-Cast Shadows https://amberwolf.bandcamp.com/track/aftermath-of-sunlight https://amberwolf.bandcamp.com/track/pre-cast-shadows-aftermath-of-sunlight-pt-2
  2. EDIT: Gave this one it's own thread Depeche Mode meets...Amberwolf? The last track above (still untitled) has now undergone extensive editing, recomoposition, mix, added vocal tracks, accents, environmental fx and transitions added, reworked percussion, mix, etc. and is definitely ready for public listening and feedback is desired. Now over on bancamp as 073425 000001 100096q edit: 072725: 072425 000001 100107r -- Reworked intro, assorted minor edits throughout You'll like the evolving beat and interplay with lead and the tension building vocals. https://amberwolf.bandcamp.com/track/untitled-072425-000001 Orignal version still over at: https://soundclick.com/share.cfm?id=15064964 My trusty "AI" image creation tools failed me completely on this one, so I resorted to the ancient paintshop pro 6 to first make very dark one of the oldest of the orignal AI images I had made sometime last year, that didn't make the cut for anything else because it was totally wrong for whate I was doing then, especially since the "wolves" it made for the stage performers were weird versions of humans with sort of screwed up wolf like heads and extra limbs and whatnot. It's still wrong now, but darkened more than 90%, then erasing all the stuff in the top third, and the sides, leaving just bare outlines so you can't see all the wierdness then I used lots of dodging, burning, selections, hue-to-target, etc, to eventually get the image you see above. So this one has at least a couple of hours of actual art creation in it. If I'd had time I would have done a much better job, but it will be seen at the size above for most viewers looking at the bandcamp page, or even smaller, so the detail didn't really matter. The fullsize version can be seen by clickign on the alburm art whiel on the bandcamp page for the song itself. When I figure out what to call the present track, :oops: I'll add a title in a similar style at the bottom across the audience, but instead of glowing fire it will be shadow just back-edge-lit by the blue stage lights and fiery Amberwolf sign over the stage. .
  3. I think I've seen the vector message in PSP6 now and then, but only if I am drawing something using the limited vector stuff it has, and flattening layers or exporting, not if I am just blending / layering / compositing pixel images (like when I make my album art). Regarding the "programmer syndrome" i suppose it would be better called "engineering syndrome", as it happens in mechanical and electrical / etc. UI design as much as software. EG: Mechanically, sometimes it's something as simple as button placement, like buttons on the opposing sides of a device that if used in combination perform some function different from using them separately, but is not normally desirable to happen randomly...but the device has to be held by both sides in one hand, and pressing one button requires squeezing the hand and the fingers naturally fall on all the buttons...with sometimes no natural way to hold it without this problem happening. Software equivalent: dialogs that appear one after another, where cancel on one dialog is in the same place as OK or continue on the next, etc. So many examples...but I don't want to drag the thread even further OT. 😊
  4. Thanks to both of you for listening! I"m glad it still works after having added all the environmental sounds (which werent' there when @Kevin Walsh listened and commented.
  5. Is that the same as this? https://pypi.org/project/BS-RoFormer/
  6. FWIW, I think the point Jim Stamper is trying to make is that it isn't about a workaround (which he already has at least one of)...it's about finding the root cause so that the problem causing it can be fixed. (edit: for some reason it doesnt' show any of the stuff I quoted in the quote, maybe the forum just doesnt' do nested quotes?)
  7. Still using an ancient PaintShop Pro 6...tried GIMP but every version so far has had wierd problems, or works in ways that can't do what I want without immense gyrations of user input. PSP6 just works, and is "obvious" how things work, and it does almost everything I want it to, even if most of it is manual tedious work. GIMP (and lots of other software) has too much "programmer syndrome", which means that the designers of things get this idea in their head of how something works internally and then do that with the UI, instead of making the UI (user interface) for the *user*, which is going to be completely different from how the internal stuff works. But many programmers don't see that, and can't be pushed to do so by users; they just push back and say "no, *this* is how it works" instead of letting their userbase show them how it *should* work to actually be useful to most users. Maybe it's improved in recent years, but I doubt it....
  8. Could be, but if the same cable is used on the noisy and non noisy system tests, it's much less likely (it would mean that something esle is still different between thsoe two that allows it to cause the problem in one vs the other)
  9. More variety: The most recent completed one, The Last Flight https://amberwolf.bandcamp.com/track/the-last-flight Just before that one was No Bigger Than The Space Of Time https://amberwolf.bandcamp.com/track/no-bigger-than-the-space-of-time And a pair, Aftermath of Sunlight and Pre-Cast-Shadows https://amberwolf.bandcamp.com/track/aftermath-of-sunlight https://amberwolf.bandcamp.com/track/pre-cast-shadows-aftermath-of-sunlight-pt-2 An ancient one I resurrected from an archived harddisk; made this back in the 1990s, IIRC https://amberwolf.bandcamp.com/track/dinosaur-hunter The most recent one still in progress, just a sketch: https://soundclick.com/share.cfm?id=15064964
  10. (This post is broken, reposted in next post)
  11. Are you using any demo versions of plugins? Some of them use a gap of silence at random times, and can cause this. It can also happen to a plugin you own that hasn't got it's activation or license or whatever correctly applied, etc., from some manufacturers that do that sort of thing.
  12. Just for grins, if your non-noisy system has a two prong (at the wall end) cord, like this (note that I used USA plugs here, if you're not in the USA yours will probably look different) and your noisy system has a three prong cord (at the wall end), like this to the ac outlet on the wall, like this do you have a spare ac cord for the noisy system that you can break the round ground prong off of just to test how it works that way? Or if you have one of these laying around, u se it between that cord and the wall:
  13. Wierd...somewhere in the last few edits leading up to the previous export/upload, *all* the busses were somehow set to feed the hardware out. I don't even know a way to do that on purpose except one by one, and I definitely didn't do that. Fixed by referring to a previous save version easily enough, but...weird. Also fixed the awkward placment of hte cliff jump / start of flight effects. I thought I had it down, but when i listened to it today, it sounded terrible, where i had had to alter the music around it, especially the lute part. So I reverted that section back to original, and moved the jump back a few measures and it fits MUCH better there. So the new version: 07-24-25: 071825 000001 000109u -- Fixed program failure (all buses mysteriously set to hardware out instead of chains they had been in) and fixed awkward placement of cliffjump / start of flight. https://amberwolf.bandcamp.com/track/the-last-flight
  14. I looked up "brauer" and found this https://www.sonarworks.com/blog/learn/reaper-tip-michael-brauers-brauerize-mixing-technique (I quoted some of the article at the end of this post for later reference) which turns out that I apparently reinvented something that seems to be similar to this process for myself, cuz it's what I've been doing since at least Ookami no Kari no Yume (Wolf's Dream of the Hunt) since it was the only way to make things work...but I started the path to something like it back before even Neotenous Chordata, maybe as far back as Convocation of Lies and Just give Me A Voice. 😊 I don't usualy have "lead vocals" so the part in the diagram below the quote doesn't usually apply directly, and I don't parallel compress that when i do have one (I guess I should learn how since I'm beginning to do more vocal stuff now that I have libraries of samples to use). In the last several pieces I've started using many more sends to parallel process some tracks, but some things still just go to one bus (a lot of percussion stuff stil goes jsut to it's grouping bus, but some that have deep tones also send to the perc-subbass buss if I want to preserve them and have them help the beat of the whole submix).
  15. I started experimenting with splitting the bass when I had a synthbass line in...I think it was Neotenous Chordata? that I didn't want to lose all the sound of at the highs, but I also wanted to seriously magnify the subbass parts without blasting out the mid/bass etc. I don't have a surgical EQ, just the Sonitus and other similar ones, and those didn't do what I wanted, so I thought...why not just nuke whole bands using the SMBC just as a "filter" (no compression/etc) and feed different busses that I could then do whatever with. I also had a separate subbass tone sound that was just used on the beats, and that also went into the subbass buss. That worked, and since I almost always do the next song using the previous one minus all the content / automation, to use it as a template (because how I set things up improves each time, and it's the easiest way....) then the busing has stayed that way. When I did Ookami no Kari no Yume (Wolf's Dream of the Hunt), I added a second main Bass bus (Bass2) and several additional percussion buses (hand perc, etc) to the "percussion" chain, most of them parallel to the main perc buss that feeds the Perc&Bass bus that feeds the master. There's a lot of different percussion and bass in that project, driving the "motion"? of hunter and prey, separately but together, (not sure it works, but it was the idea), and I couldn't get them to play nice wihtout doing it that way. I still know almost nothing about busing, mastering, and all that stuff...every project is a new learning experience, especially when it has a different feel and sound than the others before it.... So i experiement till it sounds like I want, and if I can't make that happen, I google articles about it and sometimes I actually understand something they're talking about.... :lol: I'll have to look up "Brauer"... I don't think I have anything that shows "LUFS". I use Elemental Audio Systems free version of "Inspector" set to "Moderate" to warn me of clips and stuff, but since I use Sonitus MBcompressor on the output in a modified version of one of the "master" presets, I don't normally get any. I tend to just push the final out stage on that (that shows 5.0db in the screenshot below) until it "sounds" as loud as the other stuff I did that I liked at that level, and that doesn't completely destroy the dynamics and turn it into a hedge. So +5 did it for The Last Flight. +2 did it for the one before that. Some don't get any. I almost always already start out with all the tracks and buses at the volumes I want for the kind of thing being put thru them, with minor tweaks at track output level for various things, so I almost never want to change relative volumes by adjsuting bus outputs. The simplest way, so far, that gets a sound I like, and final volume i want, is usually to just push that Out up on the SMBC. Someitmes I use the master bus input gain, but that often leads to clipping or problems because the other buses are already feeding it high enough. And using hte output gain on the MB can do the same thing, but the Out adjusts level *before* limiting (and maybe other stuff, not sure) so it then does limiting to ensure everything stays in bounds, if I don't push it too hard. For this project, I finally found a close-enough wind sound, and some footsteps to use for walking up to the cliff then running to the edge and jumping off, to start her dive and then soaring over the water. Had to modify the music itself for that specific bit, not sure I got the lute bit done "right" yet; I think the perc and the bass are ok (most of the perc taken out there to let the footsteps running up do their thing). 07-23-25: 071825 000001 000093q -- Added wind, walking and hten running footsteps in the clifftop gravel, the sound of flapping clothes, etc. https://amberwolf.bandcamp.com/track/the-last-flight
  16. Then if hockeyjx's NUC is the same, it means the computer that doesnt' have the noise issue also doesn't have a ground pin for it's power supply, so it wouldn't be creating any ground loops via the wall AC system. If the other system is a regualr desktop or tower, using a regular 3-prong cord, then it does ahve a ground pin for it's power supply, and so it could create ground loops via the wall AC system. So, assuming that the problem system is "new" and has never been used for audio before, so that hte problem and machine are both coincident, that would be the first place I'd check, doing the usual things to eliminate ground loops.
  17. Thanks--I'm still looking for the right wind sound for that one lonely part just before the last section, and some others for accents earlier. The wind represents her flying; there's a fall first, as she jumps from the cliff, then swoops out and glides over the ocean in the rain. Lots of wind sounds out there...but hard to find one that sounds like these. What is "Mercer'? The core bass tone is from the sample itself; the rest is from this: The way I currently use basses in my tracks routes them thru three parallel buses and fx chains, besides whatever is on the track itself (in this case a subtle delay). FX chain included parenthetically below with each bus: --Bass (Sonitus Multiband Compressor, with the two highest bands (of five) muted entirely, so you don't get any of the highs just mids and lows, but very little actual compression unless it gets really loud, to just keep it from distorting). --Basshighs (SMBC again, with just the two highest bands *not* muted, and a reverb with a 1.5s decay, and most of the highs dampened, and "200% width" which takes the reverb part and spreads it out all the way to the left and right. ) --Subbass (EQ to cut off anything above 200hz, then Multiband Compressor wiht the top three (of five) bands muted, and the low-mid band gain cut by -10db and a knee starting at -34db, the low band below 60hz left alone, and a final output gain of 2.6db). Both the last two buses go directly to the master bus, while the Bass bus goes to a subbus that merges all percussion and bass together with a single Multiband Compressor set to just do limiting, so that it keeps all the "beat" together and damps really big peaks to prevent distortion. Oh, and I also have a separate track that I sometimes copy bits of the bassline to for accents on some beats, that uses LittleGreenAmp and a delay and Sonitus MBC. On htis piece, I only use this on the one part around two and a half minutes in for a few seconds, for the bass. (I also use it for the "lute solo" in the last section). I also use this on some of the beats and notes in Behind You Lie Many Unseen's last two sections to emphasize them, where I have the bass note play in both tracks for those notes, so you hear the bass tone and the harmonics from the distortion.
  18. None of those things should cause any kind of noise in your monitors. That has to get there in the audio signal path, or the ground to the power or signal path. Ok, well, there's one more path: RF (radio). If you have wifi or bluetooth devices on the problem PC that are not on the other, *and* the monitors or something else in the signal path to the monitors is vulnerable to RF that can then get amplified by preamps, etc., to become noise in the audio signal, that can also cause it. This would also be more likely to sound like "data" or "modem" noise. Some thoughts from experience, and electrical principles and theory: A fan can make audible noise, but unless it's a brushed motor (not used in any computer or rack fans I've ever seen, even ancient ones from the 1960s), it won't make electrical or RF noise that would end up in your signal path like this. Most have tiny brushless motor controller chips in them, that do generate some RF noise, but it is tiny and would require some other system problem to allow this to be an issue. The noise would be a constant tone or buzz directly related to the RPM of the fan, so if touching a fan lightly to slow it down doesnt' change the tone of the noise, it's not coming from a fan. A PSU could fail to filter such noise from a power bus, but the computer would probably be unstable if the PSU were unable to filter noise to this degree; it would likely also require the motherboard filter caps to be bad as well, as they provide additional filtering on the power buses. PSU noise not on the power bus couldn't make it into the computer directly, so it would be RF noise, and be radiated the same regardless of what the comptuer was doing as long as it was powered on at all, so even if it wasn't connected to your monitors it would still make the noise and the monitors would still pick it up. It would also probably be a steady noise, not "data' sounding. Problems with data busses radiating RF can make the kind of noise you hear, but wouldn't be an issue unless the audio device is picking that up and pasing it on--all computers make a fair bit of this kind of RF, most of them shield it eitehr with the main casing having a metal lining or being all metal, or thru good grounding planes, etc. But good audio devices are shielded against it anyway...however, they may depend on a good ground for the audio cables and power to do that. Power cables for AC lines aren't the issue, unless they have grounding on one system and the other does not, so that either the ground is feeding the noise into the signal path or preventing it from getting there. If you've tried different AC power cables with no change, and swapped the cables between the problem system and the other one, with no change, then it's not those. AC-DC wallwarts that have no ground pin (very common) can generate RF that doesn't get grounded even if there is shielding, and can be re-radiated thru their output wires or the device they power. If their shield/negative connects thru the device they power and then a chain of connections to the primary system groudn that does get to the wall outlet ground, then it would *probably* be less radiated, or even prevented. Regarding the noise *after* opening a project, it is probably the audio driver not being opened and sending signal to the monitors until the project accesses the input or output of the audio device. Unlikely causes: Back in the 90s, before the OSes did IRQ management, I had a machine with a NIC that had to have a specific IRQ assigned in the BIOS for the PCI bus. If it wasn't on that one, it would cause wierd data noises in the SBLive audio in or out, even if the NIC wasn't plugged into a network cable. But this type of problem hasn't happened to me since, oh, at least WinXP, maybe Win2000. I had some other thoughts but JellyBeanThePerfectlyNormalSchmoo needed attentionals and I forgot what they were by the time I got back to the computer.... 🐶
  19. It wouldn't (shouldn't, can't think of how) be software. This kind of thing is usually a ground loop, and most often caused by an ac adapter for something attached to the laptop, the sound device, the mixer, or something else in the audio path. Since you have a second computer, what is different between the two, in how they are connected to power from the wall? Including which outlets things are plugged into?
  20. Finally got the artwork composited: Also updated the track itself 07-22-25: 071825 000001 000075m -- added environmental fx, widened part of the lute solo to fill space.
  21. @Max Arwood@Kevin Walsh Thanks! I forgot to note here that last night I'd updated it to version 07-21-25: 071825 000001 000067k -- further fine tuning, added bass grace notes and fills, some mix changes in spots. Reworked the intro percussion, turned it way down along with the intro vocal notes. Moved some percussion bits around, added a few more shakers here and there. Altered the "trap style" pre-measure bits in most places to fill with shakers or tambs or caxixi, or leave empty for expectation of a note that isn't there this time so the next one has more impact, etc. Also automated more of the amp / eq controls on the lute solo in the final section for more dynamics. Still working on the cover art. Have to composite several different things, since my usual help sources don't seem to want to create anything remotely resembling what I need this time. (how hard can it be to create an image of a storm-wracked ocean covered in clouds to the horizon, thunderstorms visible here and there...viewed from a clifftop high above that sea, looking out and down on the waves battering spines of rock like dark teeth rising from the foam, and between you and all that, just visible in form but not detail, is an old woman with silver hair falling fast from that clifftop she has leaped from, very long metal glider wings extended out to her sides for several meters...?)
  22. Thanks! I updated it with various edits, mix, fx, etc. Added "lute solo" to final reprise section...might surprise you, might not. Worth a listen if you heard the original. https://amberwolf.bandcamp.com/track/the-last-flight 07-20-25: 071825 000001 000055f - new version Original version here: https://soundclick.com/share.cfm?id=15058975
  23. I prefer the ones with the steps on the back side.
  24. If anyone has ever read Windhaven (by George RR Martin and Lisa Tuttle), this is The Last Flight: https://amberwolf.bandcamp.com/track/the-last-flight Since Windhaven is an ocean world, with what amounts to an archipelago of islands for it's land, I went with what I hope is a mediterraneanish sort of sound, in my own wierd way. 07-19-25: 071825 000001 000042a-- first public version 07-20-25: 071825 000001 000055f -- Various edits, mix, fx, etc. Added "lute solo" to final reprise section. 07-21-25: 071825 000001 000067k -- further fine tuning, added bass grace notes and fills, some mix changes in spots. Reworked the intro percussion, turned it way down along with the intro vocal notes. Moved some percussion bits around, added a few more shakers here and there.Altered the "trap style" pre-measure bits in most places to fill with shakers or tambs or caxixi, or leave empty for expectation of a note that isn't there this time so the next one has more impact, etc. Also automated more of the amp / eq controls on the lute solo in the final section for more dynamics. 07-22-25: 071825 000001 000075m -- added environmental fx, widened part of the lute solo to fill space. 07-23-25: 071825 000001 000077n -- had forgotten to widen the space for the rain 07-23-25: 071825 000001 000093q -- Added wind, walking and hten running footsteps in the clifftop gravel, the sound of flapping clothes, etc. 07-24-25: 071825 000001 000109u -- Fixed program failure (all buses mysteriously set to hardware out instead of chains they had been in) and fixed awkward placement of cliffjump / start of flight. Original version here: https://soundclick.com/share.cfm?id=15058975 07-20-25: 071825 000001 000042a - first public version
  25. Aw, I thought I was getting a thread dedicated just to me!
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