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prophetik music

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  • Real Name
    Bradley Burr
  • Location
    Rochester, NY
  • Occupation
    IT

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  • Collaboration Status
    2. Maybe; Depends on Circumstances
  • Software - Digital Audio Workstation (DAW)
    FL Studio
  • Composition & Production Skills
    Arrangement & Orchestration
    Synthesis & Sound Design

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prophetik music's Achievements

  1. really wide panning right off the bat, with virtually no room verb/sound on the guitars. drums are pretty far back in the mix and don't have any body to them. they're playing fun stuff but i just can't hear the kick at all. bass is essentially unable to be heard as well. you've got a ton of mud in the 100-200hz area that needs to be EQed out, mostly in the lower guitars. scooping them harder will help a lot. overall a lot of EQ is needed. the track doesn't technically clip but it's clear that it's right up against the line repeatedly, that's something else that should be addressed so that it's not the guitars pushing it there but rather a combination of elements. the arrangement is also too short. there's not really a ton here aside from the adaptation to the style. we require more transformative arrangement than what's shown here - adding more of your own flourish to the track will help a lot, as will finding ways to extend the duration of the track without having it just be repeated material done the exact same way. there's not even an ending here, which could have helped extend it. i think that DoD's environment would help a lot to up your mastering game. the workshop discord/forums here also would help a lot for identifying how to get more meat out of your guitars and drums and better balance the individual parts. NO
  2. i didn't vote on the original but did listen to it, and voted on the resub. my complaints were around the over-simplification of the track (ie. not enough to call it a remix) as well as some technical issues. interesting sfx elements in the opening, outlining the chord structure of the original. keys and an original-adjacent bass element playing the arpeggiated opening section, in one of the minor modes. i like the approach at 1:29 with the very nice higher keys. separately, this entire opening section through 2:15 has some timing elements that are mildly irritating to me - the keys and bass synth aren't always in sync. 2:15 or so has some much larger chords that really stick out of the mix. they filled up the soundscape a lot but didn't feel much louder - lot of mids there. there's some pretty strings after this that do some fun ideas to outline the melodic structure. there's some timing stuff in here that's a little confusing to my ears. there's a reversed cymbal hit at 3:15 that does a superb job transitioning into a last runthrough of the melody before we're done. i think there's a lot to like about this track. there's a fullness of character that wasn't in the last two versions, and most of the issues i had with those have been alleviated. nice work. YES
  3. track has about 2db of headroom. starts fairly simply, between the bass, countermelodic element/pad, drums, and lead. there's some eventual arp movement added and extra chordal elements, and it then shifts back down to a simpler layout before looping. this is, unfortunately, not really what we do in this community much. we do have a lot of chiptune arrangements! but this is very straightforward, with few changes to the original outside of some very minimal added countermelodic elements. this does not demonstrate transformative arrangement, and is closer to a cover. beyond that, it's only really about 1:11 of music before it loops, and that's nowhere near enough material length-wise to pass our bar. i would encourage you to read our submission standards and review what kind of stuff in general we put on the site. this has some interesting ideas! but it'd need to be fleshed out a lot more and probably would need some post processing to make it less grating in the lead before it'd be something that we'd consider. NO
  4. starts out with some light drums, and clarinet and bass clarinet come in pretty quickly. they're well played and it's a fun primary idea for the track. clarinet tone is a bit stringy, and doesn't seem helped by the mic or lack of room sound. bass clarinet is more fleshed out and has a great tone, but also isn't really helped by the mic or lack of room sound. for the clarinet especially, make sure you've got enough mouthpiece in your mouth, that your reed is doing you favors in terms of hardness, and that you're really trying to keep your teeth and throat open enough to allow for the proper resonance (especially on sustains it sounds like you're clenching your teeth a bit). flutes come in at 0:29 and are both better mic'd and playing some really fun countermelodic content. they're a bit loud in the mix relative to the other elements - flutes are always hard to mix because they cut through so easily. the b section arrives at 0:53 with a lot of sustains in the clarinet that emphasize the aforementioned tone issue. there's a ton of fun window dressing here though especially in the bass clarinet. flute takes the lead at 1:16 and the singing tone really carries this nicely. this is an opportunity for volumization though, as the flute really is a lot louder than everything here. bringing the flute a bit back (counterintuitively) relative to the other elements will help it not crush everything when it gets into power range in the middle of the upper octave. i really like the clarinet countermelodic content here too, your tone fits into the backing elements really nicely. flute carries the B melody at 1:41 and there's again some fun turns of phrase by the clarinet. the bass clarinet gets lost in here a bit because it's up in the upper registers and so doesn't have the bite that was helping it cut through down lower. there's a final hit and we're done. overall this is a really fun arrangement! i really love the different countermelodic elements throughout. i really wasn't sure how i'd feel about a track that was just winds and drums, but the bass clarinet really does a great job staying active and keeping the lower end handled. this is a great adaptation, nitpicks aside, and is definitely over our bar. nice work. YES
  5. opens with a really dense soundscape - tons in the low mids, so it's hard to hear what's going on. the guitar/synth stuff is great, well-played. i liked the extra panning elements that showed up on the second time through the melodic material. 1:01's arpeggiated stuff is pretty excellent, and emphasizing the uprising countermelody there from the original is the right choice. there's a lighter section at 1:24 with some nice long-tail reverb doing some neat stuff. there's some call and response solo work for the last thirty seconds and then it's done. the drums spend most of the song doing one of two loops which is a disappointing choice - there's a ton of room for clever writing there and it wasn't taken advantage of. the mastering is also pretty dense throughout even after the synths and lead guitar come in - the bass synth is overwhelmingly loud, fairly high all considering, and then there's some spikes in the low mids that cause it to feel very dense (the rhythm guitar or synth, whatever that is, that's probably the culprit). i think that this is pretty straightforward, but there's a lot of little flourishes and fun elements added outside the solo work that makes this great. i wish the mastering was better but this is good enough to pass as-is. if it gets conditional'd or NO'd, i'd say that it needs some more arrangement in the drums and backing elements so it's not so repetitive there, and needs another mixing pass (at least turn down the bass synth and give it some attack so it's not so oofy). YES
  6. hey, just a side note to a point mentioned in the writeup - i know some of us judges are more available than others, but we're always willing to talk further if you've got questions about why something landed the way it did. just message us and we'll be happy to help. most of the time =) i'm also going to be honest and say i don't like my previous vote much. i was not clear about what needed to be done and that's on me. i had some specific suggestions that i didn't write down for whatever reason and that's not good enough from me. opening run through the chord progression is a lot better on this one, through like 0:47. piano feels good and the saturation feels more comfortable than it did before. drums feel better as well if i'm remembering correctly. 1:09's transition is nice. the kicks here are a little confusing due to where they're falling initially, but when more drum bits come in it's easier to track them. 1:35 has some nice keys licks. i don't remember the vox stuff at 1:59 but i really like it. stylistically that fits really well, although i'd expect more grit on them based on the rest of the instruments. ending is fine imo, i get it based on the style and the old-record vibe that's going on throughout. me being an old head would in general prefer a normal ending of some kind but that's personal preference. this is a great track. it may not be 100% on brand with what you're trying to ape, but it's a straightforward and fun arrangement, showcasing less is more from an instrumental side. thanks for taking the time to rework this. YES
  7. breakdown is highly appreciated. i love the timelessness of the opening sections. it initially sounds like it's going to be in time and then just immediately falls off the rails. it's clearly immediately heavily influenced by vaporwave sensibilities (AESTHETICS) with the tiktok-brain switching of styles and ideas every few seconds. there's some really wild elements to this that are so far afield from the original that i can't imagine how you got there, and i'm so glad you did. combining the sound design with some of the traditional music theory techniques (like the diminution of the rhythm at 0:58, or the tapestop effects straight out of 1950s french musique concrete at 1:14) is just so fun. the breadth of innovation here is impressive. i just hope the acid wasn't too expensive. YES
  8. the opening plucks were a little exposed, but i got what you were going for at 0:14 with the panflute and choir. it sounds really blown out though - there's definitely some distortion in my ears around a lot of this first section. i found the melody in this earlier section to be difficult to follow as well since there's no breaks, just constant flowing through lines. 1:07's a break, but it's quickly back to mostly similar textures. we do get some rhythm at 1:19 which is helpful to keep it moving forward. this section is also more reminiscent of an Enya melodic line. there's a note at 1:43 that doesn't fit. 1:58 is a somewhat new texture, with some new instrumentation, but again it feels overly dense and hard to pick out elements. the flute drops at 3:04 and the shift in texture is nice after what's mostly been a monoculture up until now. 3:34's backing arpeggios sound really neat, but there's consistently sour notes in the transitions between chords. i like the snare percussive elements. it trucks along, does the same sour note at 4:32 that was at 1:43, and then it's done. i'm apparently missing something because i don't hear metroid hardly at all in this. either it's very transformed and i'm looking past it, or it's only used in backing elements. overall i really didn't care for the vibe that this one lays out. there's a really dense cluster of instruments in the low mids that really conflicted against each other, and the heavy reverb - which i get why you used, thematically it's really fitting! - made for a soundscape where a lot of resonant stuff lived. there's definitely some distortion to my ears in the first minute or so. beyond that, i found the realization of the melodic material difficult to follow. part of this is due to it just wheedling onward with no breaks or transitional points to hold onto, and part of that is due to the very smooth and rhythmless backing elements. for this to get a passing grade from me, there'd need to be a cleaner backing texture for most of the piece with no distortion from effects layering on each other, and there'd need to be a rework of what's going on with the melodic material. i really wasn't able to follow it much at all, and from a general song form perspective there wasn't much to hang your hat on there. NO
  9. track starts off with some sfx and some beautifully-realized harp work. if anything i wish there wasn't sfx so i could hear the tone of the harp clearer. there's some celli under it too as a pad. what a moving realization. the initial presentation of the melody is heavy on the lower strings but when it moves up higher, it really pops out of the texture. the 'storm' section starts at 1:33 and it's appropriately intense. the cello work after the storm, at 1:56 onward, is just superb. i am not an emotional listener but i truly got chills at the tight harmonic lines. i get caught writing too much sometimes. this doesn't need it. you've crafted a beautiful rendition of a great example of why EoS is one of the best pokemon soundtracks front to back. please write more arrangements of game music using this level of arranging, performing, and recording skill. YES
  10. i wrote a bunch in the resub version of this essentially saying to trim back a lot - the tail of the reverb, the extended sections of mostly repeated material, etc. the writeup details changes that hit all the things i said, so i'm excited to hear the result. opens with some open fifths in a tight synth, the bass line, and some melodic references. beat is tight. there's a pad in the background that sounds a lot like reverb tail but isn't, and once i figured that out i think the melodic elements sound less out of place. beat gets spicier at 1:01 with the xylophone added alongside. melodic content is still focused on that first lick of the melody, but it works because there's a variety of ways you present it. 1:50 is a break, and this is a good time for it. the lead appears to be mostly in the right ear which is a little confusing, and it's pretty fuzzy so it took me a second to understand what it was saying. the ep in the background sounds like it's doing sustains which doesn't really add much other than pad noise - consider a sharper tone around that particular entry to make it clearer what it's doing. 2:31 is a downtempo section and i like the reduced instrumentation here. the 16th-note rhythmic element is nice too. would have been a good time to mix up the lead for the remainder of the track. this trucks through the melodic material a few more times until 3:26 when we get what's clearly an outro section. the pad tone at the end needs a fadeout as it just stops abruptly. overall i have a lot of nitpicks about the track. i think that the arrangement's fine although i'd not have minded hearing more of the melodic material that wasn't the initial riff that is used so much in this track. from a mixing perspective i can hear everything pretty well, and my main complaint is that the panning is a little wide. overall though i think this is over the bar. the changes you've made are in keeping with what we suggested and overall you've got a fun punchy little track that has a nice groove. YES
  11. opens with some pingpong backing synths and a nice sweep effect that's fitting given the source material's locale. beat drops at 0:25. the snare's reminiscent of a sonar ping and the verb and backing synths also are reminiscent of water, so again this is a really cool idea for how to relate the source to the mix. the original's melody is honestly really beautiful and fitting into the synth sweeps is really nice. there's a break at 1:39 and the Prelude-like arpeggios layered in here are nice, as the variety of leads used in this section. contrasting one with high reverb to one without it is a nice choice. the beat comes back in at 2:28 alongside a bit more buzz in the synths which is a nice change to dress it up a bit. 3:17 is a bit of a recap of the last line of the melody before we're on the downside of the work. there's a solid outro and then it's done. there's some static on the fadeout that just stops so that'll need a quick fade applied before we release this. this is an easy vote. the synth work is impeccable as expected, the beat is great, and the adaptation is really smooth. excellent work. YES
  12. Artist Name: MkVaff While I was coming up with some ideas for more recent arrangements, I re-listened to the original Ecco the Dolphin soundtrack. It had some interesting music, but then I remembered that the game had a sequel on Genesis that I never had the chance to play. After checking out the music in "The Tides of Time," I was very impressed with several of the tracks, and I was surprised by the overall complexity and quality of some of the songs on the track list. The music for the "Two Tides" stage in particular jumped out to me as having a solid, laid-back beat and some great synth sections. I incorporated elements of trap music for this remix, as I wanted it to have a chill, moody, "underground" feel to it. Some of the Ecco music is pretty epic and dramatic, so I added some brassy synths in the later melody to add some excitement and to incorporate some of the "bigger" feeling of some of the songs in the Genesis Ecco soundtracks. While I've recently covered some classics from Zelda, Chrono Trigger, and the Final Fantasy series, I decided to submit this particular piece because it seemed like such a hidden gem from a soundtrack that I don't often hear in discussions compared to the more popular games that are known for their music. It was my very first time actually listening to the music from The Tides of Time, and I wanted to highlight some of the interesting, excellent material in that soundtrack. Hope you enjoy! Games & Sources Ecco: The Tides of Time (Genesis / MD)
  13. Previous decisions: original, resub 1 Really appreciated the last round of feedback. Song gets to the point a lot faster, removed 2-3 minutes of trash. Heavily revised the second half: added a bridge and dovetailed some of the elements of the bridge into the final hook. Redid all of the reverb, I think it's at least an improvement. Added a xylophone and some strings. Thanks. Games & Sources Theme of Tikal
  14. # Cover Track Information Title: Until the Very End Arranger: Chromatic Apparatus MixingEngineer: Chromatic Apparatus Performers: Cello: Chromatic Apparatus Harp: Chromatic Apparatus ArrangementNotes: | This arrangement of "On the Beach at Dusk" is meant to mirror the arc of Explorers of Sky in microcosm. The main game starts and ends on the beach, with the tumultuous, emotional moment dividing the two. There are two harps and four cellos (live recordings) performing in this piece with additional sound effects. The opening section (0:00-1:33) takes the original theme and reduces it to the two harps, with the celli providing an occasional bed of sound for the harps to float on. 1:33-1:55 is the storm, with the celli in tremolo and a single harp improvising on the atmosphere. From 1:55 onward the storm abates, the key rises a whole step, and, with buoyed spirits, the celli take their turn with the theme. It starts with a solo cello playing the main motive, and picks up more celli along the way. 2:39, the celli slowly convert to pizzicato (think rain drops), and we end, hearing the ocean surf on the beach. EquipmentNotes: | - Cello - 2007 Romanian "Euro Standard Antique", finished at Peter Paul Prier & Sons - 2xAKG C414 (mid-side configuration) - Harp - RHarp Merlin 35-string Lever Harp - Mono mix of two mics: AKG C414 (exterior mic), Bartlett Cello Mic (taped inside harp) - Focusrite Scarlett 18i20 Gen 3 interface - Mixed in Studio One 6.5.1.96553 - Sound effects (freesound.org) - shore.aif by FranCirujeda | License: Creative Commons 0 - Cloudburst n Thunder 1.wav by chimerical | License: Creative Commons 0 - Thunder Storm Nonstop Thunder by hargissssound | License: Creative Commons 0 Games & Sources # Source Track Information Game: Pokémon Mystery Dungeon: Explorers of Sky ReleaseDate: 2009-04-18 Developer: Chunsoft Publisher: The Pokémon Company / Nintendo SourceAlbum: N/A (no official album exists); In-game Jukebox SourceTrack: Title: On the Beach at Dusk Disc: N/A Track: 4 Composers: - Arata Iiyoshi - Hideki Sakamoto - Keisuke Ito - Ken-ichi Saito - Yoshihiro Maeda Links: - YouTube:
  15. this will need a new name if it passes, as we don't allow remix names that are just the name of the original track. also, given that we don't allow any sampled audio regardless of source from square enix owned games (square enix currently owns the rights to chrono trigger) means that this is a no-go with the given samples. i'll still review it, but we can't post it even if it passes in its current state. opening has some sfx (naughty naughty!) alongside a very thin, airy pad playing the SotF arpeggio. i like the transitional effect into 0:26. the lead here is nice as well, and the beat is appropriately chill. there's a significant amount of pumping (i don't think it's sidechain unless everything except the kick is sidechained) which is notable and doesn't sound great. there's a break that features the Schala arpeggio (and eventually the melodic material when the beat comes back in). there's not much going on in this section that's not from the original track, but some brass stabs come in near the end which keeps it from being a palette swap from the original. it goes through the Schala arpeggio a bit before ending without an ending. i think this would be fairly close if i had to vote on it fo rillz, given the pumping in the limiter and the lack of original content in the second half. short tracks are hard to have enough transformative arrangement to really get themselves over the bar without everything firing on all cylinders. that said, the inclusion of sampled effects makes this a moot point. they'd have to be changed before i could vote in earnest. NO
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