EDIT: Did you actually start from scratch with this remake, or did you load the midi file into Reason and remastered it that way?If you did the latter, I've already done the same for all 27 Descent 1 midis using FL Studio (the 22 level songs plus the Title, Briefing, Escape, Endgame, and Credits themes).
The latter. I've made some slight changes to the original midi notes, to some of the velocity, and the more I do generally the more it changes from the original. As I said game12 is about 98% original midi that number will be going down (this is also why I called the song a 'remaster' instead of 'remake'. The scope of the project right now is to just make really good sounding versions of the original songs, being very true to the original, and since I'm not anywhere good enough to make something from scratch that rivals the original (ingenious) composition anyway, it makes the most sense to use the original midi and go from there. It also saves a hell of a lot of work
If you've already done something similar in Fl Studio, you should post that on the web since I think people would want to hear that. I don't know about the scope of that project, but I am doing a bit of work behind the scenes besides just changing the instruments around. Doing a lot of work shaping synths and having undergo interesting changes through the course of the song.
Future collaboration might be cool, Reason can rewire into FL studio but the two programs are kind of like fire and water.
I've recently begun work on the main title. I don't know what it is, but the synths just really seemed to come together right away on this one in a way game 12 hasn't. The agogo sound is horrible though, some of the percussion sounds still need to be added, and recreating the synth tom sound is completely kicking my ass. Way more of a WIP than the last one, but again, thought I'd post this because I very much like the synths already, and I'm only about half done with 'em! (I'm pretty much done with the base attributes of the synth, but the second half of my workflow involves changing those attributes as the song progresses)http://www.megaupload.com/?d=IWHBU2C2 again, the percussion parts are *very* rough.also, would love comments about the actual mixing from someone with speakers, since the audiophile headphones -> cheap desktop speakers is often a very rough transition.
I'd like that too... do you compose music? (I figure you probably do since you spent money on Reason). If you do I have a project that I could use some help on... I've been making some songs for Xfing's Descent 1 1/2 levelset (more specifically, I've contributed some songs from my Splintered Sanity Ultra EP, but now that that album is finished, I can start making songs exclusively for the levelset), and right now I'm the only composer. We were aiming for at least 3 or 4 composers so that we can have some variation in composition styles. Right now Pumo has contributed a version of his previous song "Red Dew", but probably won't have time to do any more, and Kaizerwolf has said he might be interested in composing for the project, but if you want to join in that would be great. We could definitely use more musical talent. If you're interested, send me a PM.You also might want to ask Thomas about *his* project (I can't say any more on the public boards). Right now all but one of the levels have music (composed mostly by me, but also a bit by RV Dextron and Aenn Sidhe Priest). The second secret level is lacking a soundtrack. Yeah, I know this one isn't much but if you're interested, PM Thomas (he's on this site). Put AOH in the subject line, and just tell him that I refferred you. (Also please tell me if/when you PM Thomas so that I can get rid of this paragraph... I'm not sure I should leave this information in a post any longer than necessary, as the project is supposed to be secret).
I am going to release them all to the D2X-XL community as well, but I'm going to finish my mixes of the D2 midis first (there aren't as many songs, but they're harder to do because of all the midi program changes, which is one of the few things that FL Studio can't emulate once you've assigned synths... automation (external and internal) and synth morphing (the name I gave to a technique I tried where I would automate enough internal parameters to change the sound of the synth completely... turn a saw wave into a sine wave for instance) often don't do enough either, you'd actually have to change the VST plugins themselves according to the program changes, and I don't think it's possible in FL.
I find the transition is the other way around. If something sounds good on my speakers it won't neccessarily sound good on my headphones, but if it sounds good on my headphones it will almost always sound good on any speakers I try it on (low quality laptop speakers all the way to enourmous stereo speakers with subwoofers). But maybe that's just the way I mix the music, I don't know. And I also don't use expensive headphones for mastering, or anything else (I tend to mistreat my headphones, and they die within a few months). I get cheaper earbuds that have pretty good quality, so that could have something to do with it as well.
The mixing of your music (game12) sounds pretty good on my laptop speakers, though the treble sounds pretty loud (but they *are* laptop speakers. It's not out of proportion with the other music I listen to). I think the FX05brightness/bell synth at the beginning is a bit too loud. The verse before the last refrain (the one that had the square monotone and echo choir in the original midi) is awesomely rendered. And the whole thing sounds epic in the same way as the FM mix of game21. It will be kind of hard for me to test on desktop speakers though... there are no desktop comps in the house (everyone has a laptop instead). The closest thing to desktop speakers would be the ones my mom got for her advocacy presentations, but they're not what you'd call cheap run of the mill speakers. Pretty insane high quality.
There is one thing I'd suggest you could consider for the next game12 version is to add some reverb to some of the instruments... try to make it sound like you're hearing it performed inside the Callisto Tower Colony, if you know what I mean (the enourmous tower room).
I'll take a listen to your title mix, do you want to hear mine? I tried to make it sound more industrial. It also ended up sounding a bit reminiscent of game06 in one part (though that might be just my music - colour synaesthesia, the colours I see in that part are very similar to the colours I saw when I first heard the D1 level 6 song... brown blotches).
http://www.planetdescent.net/index.php?action=mgallery;sa=album;id=16Main themeGame12Game17Game21Game22Escape (endlevel)I made several changes to game12 and game21 to differentiate them. They were the midis that I altered the most (though I didn't actually change any note data, only volumes and the types of synths). The reason game21 sounds so different is because that all of the differences were inaudible in the background of the original midi and I just brought it to the foreground. For game12 I went for a more retro sound... it feels more simialr to the OPL2 version than the wavetable version.I try not to monopolize the gallery, but it's just so convenient...