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37 Audio Reviews

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Anything atonal & improv'd uploaded to the audio portal immediately gets my attention <3

When I listen through several times, I imagine an almost monochrome, cloudless skies of a sickly light, where the light of the distant stars are almost burning the ground from it's intensity, but where the shadows are so potent that one could drown in how thick they are, even under something as unassuming as the dying trees which are the last bastions of nature within the lands. The single wanderer slowly pushes through the hot grass crunching beneath their feet, while smoke and dust pours off of their skin. Their eyes are just glowing white orbs, while their flesh continues to darken as death seeks to claim one more for it's eternal realm.

Solacitude responds:

I listened while imagining your scenario, I love it!
I'm glad it sparked your imagination like that!
This piece is without any doubt the weirdest I ever made, getting this kind of clear picture is really nice a full horror movie plot could almost come from it! :)
Thanks for sharing how it inspired you! It's awesome!

As mentioned in VC, the Virus-like supersaw leads are really nice to listen to. Just the right amount of unison-detune and the filtering is spot on

Another solid overall piece!

Your SuN2 tracks are all b a n g e r s, great contributions. Especially solid bass-sculpting for this one in particular!

Happy Madness Day!

RyuuAkito responds:

Happy madness day! Was an absolute pleasure having you onboard with us haha

Real solid piece, great contribution towards SuN2
Happy Madness Day!

deshcore radio | beats to bop to madness to

catjam.gif

Leaving feedback as-mentioned. Going to keep it short and to immediate areas which will help improve some things without having to deal with major reworks

- Your crash cymbal sample(s) and accompanying risers could do with having a pretty sharp cutoff present at around 17khz (done before reverb) to take off some of the harshness. Either a cutoff filter inside your usual Parametric EQ or a dedicated DeEsser will get the job done well enough.

- A quick improvement for the vocals situation is to look at introducing some 'low body' to it in a Parametric EQ. Experiment with boosting the vocals around the 300-500hz range to thicken up the presentation and somewhat improve clarity in a few seconds of effort (if you're not looking to redo the vocals due to time constraints).

- Tightening up the kick a small amount with some parallel compression would be an improvement which can help go a long way and is always something decent to learn about anyway. I'd recommend starting with an Attack Value of around 13 to 25ms, Release Value of around 300 to 400ms, ratio of around 3:0 to 4:0 and then spend time just adjusting threshold until you've got a result that you like the sound of (roughly). Then you can blend between the original signal and the compressed signal with wet/dry controls until you get an even more 'fine-tuned' result that you're happy with. TDR Kotelnikov or Audio Damage RoughRider 3 are both free options which can help do that duty pretty well. Then I guess afterwards there's no harm with trying an extra 1db boost to the kick for everything below 80hz

Listened to it earlier on the livestream, yeah it's definitely a solid remix. While it's not as hard-hitting as the original (not a bad thing at all!), the extra design-layering work done for the primary melodies and how it sits with the rest of the overall mix makes it an especially versatile remix-track which can be easily used for a wide range of projects (both animation & games for sure), but I can also see the appeal of a stylistic-result like this for outside the MC-franchise, so that's something to definitely keep in mind!

Pretty fun-feeling piece, blends enough madness design tropes in + a good overall mix while also having some of your own usual albe-quirks in to make it a standout unique effort, solid work m8

Classic Madness on Madness Day, solid job as usual lad :bop:

"A Void Of Entropy And Stardust Awaits"
Multi-Genre Composer, main preferences are atmosphere-heavy directions and technical detailing/palettes.
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