In general, what is the process to take for creating instruments that sound like they're sitting in vast expanses?
These themes are examples
Their characteristics are that the largeness is not within the voice, but the booming quality that they produce which imply a grand environment. (in the Oblivion track, even the flute has this resonant/booming quality) However, unlike the reverbs they don't reflect back and forth, the boom projects outwards.
Here are troubles that I have run into:
1. Long/big reverbs always have their tails sound gloomy and depressing. The echoes and wash always remind you of a dark cavern or the inside of a hollow oil tanker.
2. Delays don't work well with plucked/struck instruments. The echoes are always perceivable as distinct, like the flutterings of a tremolo. For arpeggio patterns the side effects may be subdued, but not for single plucks or random patterns.
3. I'm not sure about pads and drones, since those stand out as additional voices, not mere suggestions of deep atmospheres.
Thank you.
creating space and vastness?
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Re: creating space and vastness?
Hi Nirn,
I'm no expert in game/movie music, bu...
Re: creating space and vastness?
Thanks for the tips.
Can you explain this bit ...
Re: creating space and vastness?
Hi Nirn,
Yes, that's what I meant. By adding s...
Re: creating space and vastness?
Those seem like great tips on using delay, Mc U...
Re: creating space and vastness?
Fyi:
I just ran into the new edition of Comput...
Re: creating space and vastness?
Mc UB wrote:Fyi:
I just ran into the new editi...
Re: creating space and vastness?
Mc UB wrote:Fyi:
I just ran into the new editi...
Re: creating space and vastness?
nirn wrote:Mc UB wrote:Fyi:
I just ran into th...
Re: creating space and vastness?
Mc UB wrote:Hi Nirn,
In general effects are I t...
Re: creating space and vastness?
Hi Nirn,
Well, no, because I wasn't actually t...
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Re: creating space and vastness?
The thing with your example is the sound you ar...