Amberwolf's Music Studio Technical Stuff (and the sonic products thereof)

Listening now. Wow. That's actually a fantastic intro! <snip> Well done man.
Thanks!


I usually know I have made something good "to me" when I get the shivers hearing parts of it. That doesn't happen very often, but this is one that gives me that thrill that I "really did something". I know that nobody else is going to get that feeling from it, of course.


The intro I visualise that the initial vocal you see a planet (mars) close enough up it is only partly visible to one side, and open space, and a ship on the other side of the screen rapidly moving toward the planet. As the vocals change into the rising synth, you see the ship start glowing as it enters the atmosphere and descending in a way that leaves you uncertain as to how many pieces it might land in. ;)


Really liking it. Love the pedaltone melody line you have going.
What is "pedaltone"?



Please share what VSTs you're using. I'm interested.

You'll probably hate this, but there is only one MIDI-driven VST in there--The piano is Truepiano that came with Sonar at some point. I hand-drew in the MIDI driving it based on what I could hear in the tracks I'd already built, to accent things in them I thought better brought up.





Everything else is mangled and mutated samples that I've chopped up, retuned, stretched / squeezed in time, fx'd, etc.

I've been collecting the "dollar" (or two or three) packs of samples from various places on their "really big sales" the last couple of years or so since discovering them, and just the little bit I have used so far has changed some of the things I was making from "ok" to "amazing", as far as my own ears are concerned.
;)
Most of it has been the vocal things I've used, but sometimes there is some other sound or sound pattern that inspires me.

I want to use Z3TA2+ to recreate the sounds in the primary synth lines (which I've been told is a 3/4 8-bar part, vs the rest of the track that is 4/4 at the same time; I don't really "hear" time signature thingies), so I can completely customize it. So far I've only done it the rough way, using a stem-splitter to get the two major parts out and then be able to mangle them separately, and mix them separately. To hear the unsplit version, go to the "original" version over at soundclick It's prominent in the first section especially.




Love the drums.
The percussion is several layers of things, some individual hits, some mutated sections, etc.. The synthetic-sounding percussion parts I deliberately "damaged" by time stretching part of it out twice as long as it started out--there were too many things going on, so I halved them that way, and it grainied up the audio for that part nicely at the same time. :) It also made things line up much more interestingly especially for one of the middle parts where the high synth comes in. That percussion bit was perfectly normal drums before I did that....and very boring.


Oh and the guitars are doing great!

As I can't even remotely play fancy bits like the guitar parts :oops: those bits came originally from a "Funky Disco Pop" bassline bit in a WA Productions set of sounds (about 60gb) I got for a few bucks on their laborday sale. It's a cleantone "loop", which I cut up, retimed, repitched, and stuck into my usual LittleGreenAmp + delay "bass guitar ornaments" track, using the "brit" amp tone it has. (I liked it because some of the fancier bits have "Edge" feel to them when in this fx; those fancy bits are almost intact from the sample, other than fitting them to the song in the spots they're in, pitch shifting them, etc.)





There are some sections with a few string parts, and there's a violin/viola/etc bit where I choppped up something repetititititive to make that few final measures fuller, and it ended up nearly a lead there. Two different parts of those came from WA Production's Electro Bass Launch "kit"; can't say I like much of anything in the "style" of that kind of music but the pieces are certainly useful for mutations. ;)

I have some Country Fiddle sounds I wanted to use in there but there was no room for them....I'm still working on figuring out how to fit them into the inprogress last section. (or further expand the track.... ).



Love the synth sounds. Phat! My style right there!

Oh, and the vocal is great too. What is that you're using for the vocal?

The primary vocals throughout were modified from bits of Black Octopus Sound - VocalKitchen - A Taste Of Heaven. The secondary stuff for the intro was modified from bits of Ghosthack - Origin - Arctic - Aurora Borealis and Archive - Security Risk and Shymer 2 - Vocal FX. The "pulsing" breathiness underlying one of the middle sections were modifed from bits of Security Breach.

As with my other ones that use vocals like this does, I take some parts from some vocal sounds, trim them, then fade them into other vocal sounds (usually from the same vocalist but not always), trim those and fade into yet another bit, etc. Some vocalizations could be made of as many as five or six separate segments to create the sound, overlapping and fading into each other.

I have to do this in most cases because they don't have the exact thing I want, so I build what I want from what's there, often enough by using parts of one sample from one pack, and parts of samples from other packs, to build each little part, and various automation and effects to blend them all together. I'm no expert at it, but it isn't terribly tough--just time-consuming.

A more drastic / obvious example is the "elven rock" section of Behind You Lie Many Unseen where it's not just the vocals comped togehter it's also all the other parts in there.

I even do it to the percussion in some cases, where the sound I want doesn't exist in anything I have, so I take two or more sounds to create the hit I want, and blend them together, etc..




To find the pieces I want I'll just "randomly" listen to bits of the type I'm looking for in the many sample packs I've got, then anytrhing that remotely sounds like what I want I dump a copy into the song folder. Then I'll start dropping them into SONAR and experimenting with placement, mix, etc.; about half the time they just aren't right for what I want in there and half of that time I can't make them fit anyway. The ohter half of the time they just need mangling to work out.

The process gets pickier as the project progresses, which is why the last section is very unfinished--I'm stil finding the bits that do what I want there.



Oh, and on this one, I kept watching the clipping inspector and riding via automation the bus gains and the output compression to keep it pushed right to the edge without clipping, and without losing all the dynamics since this track has a lot of those. ;)


If I actually knew how to play, to compose, etc., by "rules", or I was physically capable of playing the things I hear in my head on instruments, I'd just play all this stuff in, or draw it all in as MIDI into synths. But I can't understand/use the "rules", they don't make sense to me as sound (neither does music notation, etc), and that is the only thing that music is for me--it is the actual sound itself, and that's all I can work with. (the waveforms I see on the screen and the automation /fade /etc curves also make sense visually for the most part, but they are not abstract concepts and make direct representation I can translate "without thought" in my head into sound or changes in the sound, instant by instant as I watch and hear).

(I guess I have the same issue with math, and programming...they're abstract things that I can't visualize, feel, hear, etc., so while I can "do" them, I don't "understand" them, every step is hard work and I don't always do things right and figuring out what I did wrong is often difficult).
 
Great update and details shared. Thank you.

Yes, I'm not musically able to understand advanced theory, or even basic theory really past the simplest ideas as well. But you're doing phenomenal within your own abilities. That's what matters. Know thyself and be productive. I need to be productive like you.

Thank you for sharing the ingredients you used in the way of samples and other resources. I'll check them out.

I have a ton I need to just start slapping together and 'making stuff' and just like anything it will likely get a bit better with time.

Thanks for always sharing your journey and details. It's great stuff!
 
Yes, I'm not musically able to understand advanced theory, or even basic theory really past the simplest ideas as well. But you're doing phenomenal within your own abilities. That's what matters. Know thyself and be productive. I need to be productive like you.
I "do" whatever it is I think of, when I think of it if there's time and energy (otherwise it can be lost in the continuous storm of ideas, etc); it may be crap but it teaches me something (oftne a lot of somethings) and soemtems it turns out nifty. if there's no time or i don't know how, i'll make notes or somethintg to try to help me remember what it is i thought of for later.

So...if you wanna do something, do whatever it is whenever you can do it, and poke at it whenever theres time and energy. :)


Thank you for sharing the ingredients you used in the way of samples and other resources. I'll check them out.

all these sample places have free packs of variouys types, cymatics and ghosthack have the most free ones, but waproductions, resonance sound, black octopus, etc., all have some free ones.

some hagve free midi stuff too, or synth presets,etc.

you can probably get at least a dozen or two gigabyte of stuff to play with; some of my tracks are made from that stuff (some with other things, or midi-driven synths, etc; like TT # Nex Ool)




I have a ton I need to just start slapping together and 'making stuff' and just like anything it will likely get a bit better with time.
practics e may not make perfe4ct but it can be fun to mess around regardlesss. :)




Thanks for always sharing your journey and details. It's great stuff!
sure--i figure at most it wastes some of my time, at best it inspries someone else or even helps htem along their journye. :)

and it can create the chance to h ave interactins with others to talk about it all, which is fun and something i can't do in person even if there were someone local that wanted to / would.
 
"Finished" it, now called Drywater, Mars:


Drywater, Mars, by Amberwolf


What do you see when listening?



I kind of visualize the opening of a Firefly-like TV show or movie where a cargo ship is coming in to land at Drywater while the townspeople look up at it; starting from the POV near the ship itself, watching the pilot struggle to keep the overloaded ship shiny side up and get it down safely while the crew tries to keep containers and cargo from going over the sides. :lol:
This sounds really good. I see people (juveniles) running down a hallway. They are avoiding capture. There is a “team” chasing them. This feels like cyberpunk-ish. Like Shadowrun, if you’ve ever played the table top or video game (Genesis).

Also, I’d like to introduce you to Skwee. A friend of mine had a radio spot in the late 80s and chased different types of music. Seems like a fun concept that maybe you already know of. :)
 
"Skweee". :) Never heard of that one before. Sounds cute, like "squee" (the overcuteness explosion seen in some anime characters, for instance, where you might get diabetes from watching). (goes and pokes at the intarwebz for examples...)

Not really my cup of tea from the little I could find in a quick search; too chiptuney; too bare. I don't tend to like / use bare synth sounds, but prefer to fx them in various ways and often heavily. For me, the sound itself is everything, and the fx are not separate from the sounds, and neither are the notes, etc--it's one whole thing, together, sculpted into the result I want to hear. :)


So...mine would perhaps then be called "Ample-Skweee", a kind of pig-latin version since so much of what I'm doing now (like Drywater, Mars) is sample-based, but I suppose I do squeeze out the most i can of the interesting bits of the samples, and the same with the other sounds I use in synths, etc.



Shadowrun...by FASA? Wow, I never expected to hear that name again!

Long time (loooong time...35 years ago?) I was helping a local GM work out technical details of parts of a scenario for his group (I was part of his infrequent GURPS Fantasy Hero group (as Rar The Small :p which was one of those ironic names), and his superhero group, but scifi is more my thing, a blend of both is even more interesting). Unfortunately he never finished it and stopped GMing for whatever reasons, so I never got to actually play.

I would've been a modified wolf (of course), (not sure if cyberized animals were part of the original game or something he was adding to his game) I don't recall what class it was called but since I didn't have hands (completley wolf-shaped) I would've controlled machinery remotely. When I wasn't part of a team doing an op, I was a secret musician (probalby closer to what would be a "dj" these days, mixing and mushing other music togehter to create our own, kinda sorta like what I am *actually* doing these days, but with the help of the computers around the world to do the actual work, and distribution to get past The Corporations that owned everything).

Wolves might be a little more conspicuous than dogs ;) but less conspicuous in some cases than modified humans, and sometimes able to spy on or interact with / etc the team's goal where others in the team mihgt not be able to. My fur was some sort of nano-something-or-other that the GM had come up with to let me change the colors and patterns on it, both to change my general appearance so I wouldn't be remembered / identified as the same one in different scenarios, and to allow me some level of camouflage, kinda like a squid / etc. Disadvantages of course, couldn't physically manipulate a lot of things so if my control xmissions get jammed, hacked, etc., I'd be unable to do critical things. Couldn't talk, either, except that way, controlling speakers in things (same way I would distribute my music :lol: ). No clothes, so couldnt' carry anything (wouldn't look like a dog or wolf if i did, and it would block my camoflage, etc). Still an animal, albeit a really smart one. Etc.

But I've read a fair bit of cyberpunk, mostly from the 80s / 90s, nothing modern. I don't like cyberpunk-genre music; it sounds like a bunch of random intolerable noises shoved over the top of banging booming drum and bass. :/ If I were to make a genre called cyberpunk, it would be quite a bit different...more like the stuff I've been making in the last couple years. But they already used the name, so I cant.
 
Ok, now Drywater, Mars has a "sequel": The Heist

The Heist (Drywater, Mars, Part 2)
(bandcamp link (this will get updated with future revisions))

The Heist (Drywater, Mars, Part 2) (soundclick link (this will stay as the original version))


At the moment it is kind of a concept audiosketch, like the first version of DM itself. It is presently based quite a lot on DM, with many of it's elements incorporated, with new ones added. I'm still working on how to integrate at least a section of DM's main theme, to really cross them over.

It started out as a way to fix the last section of Drywater, Mars to help it both be more integral to the rest of the track, and also to distinguish it and dramatize it, make it more of a big ending, but that didn't work at all, so I just started screwing around with it and muted out all the primary vocalizations, as well as the primary and secondary lead parts and all of the original bassline and guitar, most of the strings, all of the hard-bowed violin part, and just went with the new bits (mostly bassline), which don't directly work with the original parts.

After a couple of hours of shuffling things around I ended up with this, which is it's own thing now, but is also part of DM. Maybe it's like episodes...we'll see, because I have some other things I wanted to try in the original that didn't fit, and maybe I can do this with those, too. ;)

Much of the orignal percussion is just like it was, some of it I changed volumes on, some of it I removed entirely, a bit of it is shifted in time relative to the original and each other, and there is significant new percussion added.

The vocals I kept I moved in time and pitch, some were shortened or lengthened.

I brougth back a part of one of the main synth lines in a softer section (which still needs a transition into that part) as a tie-in; I might bring back the ohter synth lines there too, or somewhere else.
 
Intercept (Drywater, Mars, Part 3)

First concept sketch, includes vocal and synth tie-ins to the original Drywater, Mars; doens't have much to The Heist yet other than percussive.

Still working on details of buildup, tension, drama, release. feedback always wanted. ;)

Trying to make it two ships, one unknowingly being intercepted by another, realizing, then chase, evasion, intercept


(I also made a thread for the series at Vi Control, a musician's forum: https://vi-control.net/community/threads/drywater-mars-a-sci-fi-series.166923/ )
 
Based on feedback from a VI Control thread, in Intercept, I dropped the whole sub range down by half, cut sub by about 75% in most places for The Heist, and in half for Drywater, Mars.


To help distinguish the tracks, I rebuilt the percussion for The Heist, it's still got a fair bit of elements from the first one, but I replaced much of the big orchestral drums both sonically and stylistically there with something hopefully more appropriate to the "scenes" and mood it's supposed to give, for more than the first half of it.

 
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Not Just To Breathe With You -- Drywater, Mars Part 5

This one is almost completely different from the others; I left a couple of bits of sound here and there, including one ending vocalization, to tie it in to the others. No huge orchestral percussion, a closer more intimate (but not really quiet) sound.


Every story has it's intimate scenes; this is one between two of our hero crew, as the ship drifts in zero g on course to the station.



POV outside ship, pan from station across the cold emptiness of space, turns back toward ship drifting straight towards camera, rapidly approaching the ship filling the screen until the window onto the interior is all we can see. Music pauses just for an instant as we pass thru the window into the room, where two crew are just floating into the room, one following the other. One reaches the far wall, pushes gently back, meets the other and both motions counteract and they stop, floating in the room, reaching for each other, touching each others faces, almost in wonder. POV closeups on their faces, alternating one to the other as the music swaps back and forth, this continues: Practiced nullgrav motions let them embrace, retreat, caress, clothing drifts away beyond them as you watch their emotions and sensations written across their faces, still alternating, sometimes both in view, as they rotate with the POV, all the way thru the interaction to the usual conclusion....

 

Walk-Away and End Titles (Drywater, Mars Part 6)

(initial version)

Every show has to have cool end-title music as the heroes walk away at the end, and continue playing under the end titles, right?

 
Over on the Cakewalk forum, someone said Artifact would be a good main theme for a Ghosts Of Mars sequel....


...but I think that anybody could make better fitting music than what they used in that movie (and the movie itself needs a better editor that knows how to make shorter cuts of scenes and cut between each short bit within each scene...even a bad horror movie needs good timing to work).
 
It only took me a year to finally really get to using the three ancient (decade+ old?) server computers donated to me. :oops: Tehy're the HP Proliant DL380G6 dual-xeon 48gb ram versions, so each one is at least four times as good as the similar-age laptop.

One is now setup with some of my music creation software, for playing instruments that won't run on my laptop, and the SynthesizerV vocal creation software (since I can't sing and dont' have the right voice type for what's needed anyway).

Since there isn't any good cheap way ot install my full-length PCi card for audio (gadgetlabs wave8*24) out of my even more ancient tower, I am going to have to buy an external USB, similar to the (also ancient) Avid (formerly M-audio) fast track duo I'm still using on the laptop.



I also got a deal thru Humble Bundle for VegasPro22 to do the video editing and compositing for the Drywater, Mars webisode series . This will also go on this system.

I'll have to use Blender or something to create some of the 3D models and whatnot for animations of things I can't create some other easier way. Would rather use LW as I'm familiar with it (v6?) but still have to find out how to make my ancient hardware key work on it. And I should try learning Blender anyway....

Dug out the box for LW, and it turns out I have v6.5, 7.5, and 8; it's been so long I forgot about the upgrades (couple of decades aparently, from the paper (!) receipt in the box. :lol: ). But it is a parallel port Sentinel dongle, and there are a few complications. Win10 apparently doesn't support direct port access like the Sentinel stuff needs, and there isn't a newer driver beyond Win8. If I had a parallel port on the system I'd just try it and see, but the cheaper (<$10) ones I'm not sure I trust the sellers, and they jump up to over $30 from there for brands/sellers I am familiar with.

At one time Newtek sold replacement USB keys but it was around $150 I think to transfer my license to that, and that was a loooong time ago. Even if they still sell them (new company I guess, just Lightwave3D now), that's a whole buncha money. They have a sale right now for nearly $500 USD for a preorder of a beta version of the latest 2026...but even if I could afford that, I would have nothing to use until it was available and/or bugfixed enough to actually use. Prices double and up for existing real versions. (and i don't know if any of them would actually upgrade from my ancient versions, as there is no info on what they really mean by "any previous version" whcih usually doesnt' really mean "any"). I would never earn anything from Drywater, Mars, even if I manage to create enough of the things needed for it to publish it in the first place (which, doing it all by myself, is questionable to start with). And I'm not good enough at stuff to earn money doing it for other people, and if I did that I woudln't have time to do my own stuff anyway.



I have an ancient PNY geforce card from around the same era as the computer probably that I put in it as a GPU to aid the above softwares that use those functions; it's probably not much if any better than the ATI/etc already in them, but I already had it, so...



I am setting up Blender and some other things for CAD / 3D printing stuff on another one, that will stay in the back room with the printers, but will probably also be used for rendering out the animations created on this one, so I can keep using this one to make new scenes while the second one does it's thing. I expect I'll have to setup the third one to render other scenes at the same time.



I also will need to eventually set at least one up as the "brainz" of the wolfybot project but that's not anytime soon. I still have no real idea how to do that. Would like to set one up as the dev environment for the project though, so that it is isolated and nothing will interfere with whatever IDEs I have to use on it, etc.
 
Lightwave company responded, as expected they don't have any license keys that can work with anything as old as what I have (6.5 thru 8).

The upgrade to 2026 beta is theoretically allowable, if they can find my licensing info (they didn't respond to that yet), but costs way more than I could put into this and more than anything I could create is worth anyway.

But even if I could spend $500+ on that, I still wouldn't get a program until whenever they have something to release. Whenever that is, as they have no dates.

If it isn't going to be available (or usable, since it is still a beta), the next cheapest option I could get, assuming they can find my info so I would qualify, is over $1300 for a 2025 license plus that 2026 when it's available. They don't apparently have any other upgrade options from old stuff. If the other isn't possible, well...obviously this isn't either.

Going to have to see if I can at least get it installed and working on an older machine the sentinel drivers (win7? last supported version?) will install on that has a parallel port in it.
 
The lightwave company verified my old stuff does qualify me for upgrade pricing on that 2026 version...but also verified that it's definitely still a beta and would not be guaranteed in any way to be useful for anything at all. ;)

So..aside from the money part, I'm still stuck with gettng my existing version working. Will see shortly if I can get it and the sentinel drivers installed on the old tower DAW. (I think that was windows xp, so it should be compatible there).
 
Been writing the prose stories for the Drywater, Mars novel series for the last couple months, so I didn't get any new music made (until today), or even keep up here on the forums--I haven't read posts on here in so long....


This is the new song, called Drywater, Mars -- The Core:



***********************

In the meantime, I've gotten at least a hundred thousand words written. About half of those are in various note files for development (I think I might actually have two or three times that many just in the notes, and lots more stuff in my head I haven't even gotten written down yet). The ohter half are actual stories.

The stories are two basic types.

The main story, which at this point is probably three serial novels, of which I have more or less the main plots of each one, many scenes, and all of the background created. It has several interwoven things going on, that tie up together in various points in the books. (it was just going to be a three-section/part novel, but it's grown beyond that, I think).

Then there are a lot of side stories and history. It is a thousand-year timeline, starting a few decades from "now", in the stuff written so far. The main story takes place in that far future. These side stories are scattered throughout that history, and provide a lot of details that are assumed knowledge in the main stories.

I am thinking of making a book or set of books for those, called Drywater Legends: Structurally Inconvenient, because they are structural but they are inconvenient to place within the main story, and also inconvenient to live without as they are good stories, and also have lots of useful info.

But another option that might be better for the reader is if I scatter them as interludes between the main story parts.

I also have a bunch of "how things work" notes that I am trying to turn into "History Lessons" to include the same way. Many writers put these things into the stories but that's very explainy and I don't like stories like that. I prefer the ones that trust the reader to infer things, that are written well enough to do that. So that's what I am trying to create. But I have so much fun inventing all these things, and working out the details, it would be a shame to not show them off *somewhere*. :p

Those would probably end up as an Appendix or Reader's Companion.



***********************

The video thing would, at last estimate, take me about a decade to create all the 3D models and textures and whatnot to get to the point of making the first webisodes, so that project is essentially dead without significant help from a team of others. I'm not willing to accept anything less than something that would impress *me*, and I'm hard to please. I just don't have the kind of time needed to do it in a reasonable time without abandoning every other thing I want to do, so it's another of those "it'd be really cool, but completely impractical" projects to stick on the shelf with the two or three billion others.


Words, those I can do quickly. I'm really good with words, and very using to sitting here typing, after so many years on the forums. :)

So, novels and stories it is.
 
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