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For my part, I've replaced optimism and believing the best of people by default with a grin and the absolute 100% certainty that if they cannot find a pig to fuck, they will buy some bacon and play oinking noises on YouTube.

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Messages - 3D3N

#1
That's one hell of a gimmick  :lulz:
#2
Nice, cheers for those, guitar tech did seem to be pretty straightforward. This site I'm on right now is quite interesting:
http://www.wired.com/wired/archive/12.01/guitar.html?pg=2&topic=&topic_set=

Innovations in the last decade I suppose, although the more I can learn about the future ones the better.
Figures you could apply wireless to guitars too, although I'm not sure how you'd get around signal disruption and long range. And yeah, I saw something of the real-time sampling when I watched the Traktor getting demo'd, that shit is awesome.
#3
Sorry yeah the role of instrument technician as in the guy who maintains instruments for the band/artist as they tour, changes strings, repairs damages to instruments, maintains them, helps lug amps and shit around (but not like the roadie), but I do also want information about new guitars and synths, innovations. Like I'm just reading about the new ethernet digital guitar, after nothing really changing in 70 years. If I know about the newer technology I'm sure I can link it to how the role of the technician would change accordingly.

Stage manager both before and during the show? As far as I can discern the job consists of keeping the night running smoothly, making sure the bands/acts are on time and ready to play/perform, being responsible for health and safety, lighting, sound, e.t.c. But due to lack of direct experience Im not sure what innovations apart from say communications technology like Ipads would really help a stage manager out.

Thanks for the link to the odd instruments - some of those are pretty whack but I haven't been through all of them yet.
#4
Techmology and Scientism / Music Instrument Innovations
January 25, 2011, 03:17:05 PM
So I have an assignment on live sound, and I'm researching the roles of Instrument Technician and Stage Manager. I'm ok as far as the job descriptions and what's required goes, but part of the assignment is researching innovations in the field. I'm focusing on guitar and synth, but there's alot of companies out there making new things, is there anyone who's had some experience of these and future tech and would like to share their opinions on the newer shit, or wouldn't mind directing me to models and such I may not have found?

Finding new innovations for Stage Manager is also a bit of a bitch since I've never been one before, anyone out there who's got experience? I came up with stuff like Ipads to make organisation easier, but I'm going in somewhat blind here.
#5
Ok, so to prevent more thread drift I propose we sort this out elsewhere more appropriate.
#6
Quote from: Doktor Blight on January 25, 2011, 02:27:35 AM

You mentioned being a noob in the same breath as having a degree in the subject.

You might want to check your facts.
#7
Ok I want to clear this up and speak from the heart: Never at any point was I claiming the things I pointed out were what was wrong with the music, quit putting words into my mouth. I'm of the opinion that music is highly subjective and there is no right or wrong way. These were personal observations and suggestions as to what could be done not what MUST be done. Take them or leave them, I doubt I could (or would want to) ever tell anyone on here what to do anyway. I'm sorry if I caused offence LMNO, but it's a fairly odd concept that a seasoned professional wouldn't welcome critical commentary. Apologies for the assumption, I made it purely because I personally welcome criticism and if you want to listen to my own music and make your own critical comments, I would be honoured. And as regards to the ensuing debate about recording quality I was operating under the assumption that we were merely engaged in a lively debate about one of the few subjects I know a little of and I was happy that you seemed to be going for it. Again, I'm sorry.
#8
Ok. I will.
#9
No, I wasn't talking in terms of such extremes like leaving in muted channels (waste of memory) or floor vibrations, I was meaning more the shit actually coming out of the speaker, the stuff people DO hear and the stuff you can hear when you're playing/writing. If you're not able to hear as many frequencies as possible, you have less room for creativity. It's the thousands of tiny changes that make the difference, (take for instance how small the changes are when you sidechain) and they DO have an audiable impact on the final thing. And not all of your audience are going to be ignorant to music, after all, and even those who are can still tell if a track "sounds right" or not. I also didn't know if you were going for the lo-fi sound intentionally.

And yeah, I get that the vocalists may not know what they're doing but that's what criticism is for, right? All I was asking for in that regard was more AUDIBLE passion - more emotion, doesn't have to be overwhelming or dramatic, even the subtle changes make the difference... a sharp spit of emphasis on particular words maybe, or a gradual build of energy put into the words. The words are great but I'm not immersed when I'm listening, Im not sure the vocalists are -really feeling- what they're saying at the time.
#10
So you have a copy on multiple formats and different qualities. Bouncing down to 16 isn't to preserve the quality at 24. Actually creating the music in a higher quality allows greater control and precision when writing, even if you have to loose some to make it CD standard. Yes, your audience probably won't hear all the details, but writing off doing it hi quality in the first place is like saying it's not worth perfecting instrumental skill because the audience has no idea what you're doing, not really.
#11
I like this idea, and the dark trip-hop sound suits it, although I do have a few issues. More often than not the instruments used tend to clump around the same frequency range as the vocals and steals energy from them. What sounds like a lack of compression means you sometimes have the vocals sticking out at larger volumes than resting comfortably in the mix, did you turn them up to compensate? I get that the music is essentially rap backing tracks, but they're in danger of falling into monotony due to the lack of contrast, maybe if you give the music a few more different sections or gave the voices more dynamics and expression you could retain interest. The one called "Spiders" started to get cool near the end with a new dischord but I think was maybe too late and not really long enough. The actual content of the vocals is cool, but I don't think you'll achieve what you want with just how good the words are. I'm not sure how much of this is down to the lo-q versions you've put up for reverbnation but the tracks are all pretty short and there doesn't seem to be a need to lose that much quality if you recorded at 24bit and then busted it down to 16.
#12
Or Kill Me / Re: Just some half-assed rant...
January 24, 2011, 02:40:48 AM
I feel your pain, ESPECIALLY on the family member front. I'm having a fairly similar problem in that I seem to be completely devoid of passion at the moment, resulting in no particularly strong feelings. I did read somewhere else on this forum a quote something to the effect of that if you need your rage in order to drive you then you are weak - this rings true, but I've also noticed that spurts are common, and sometimes it ebbs and you just have to wait it out until the chemicals return again.
#13
Treasure Island Dizzy:
http://www.codemasters.com/downloads/details.php?id=17409
Hopefully alot of you will know TID already, brilliant platform adventure puzzle game. Kept me thinking, seemed to never end.


Zone of the Enders (PS2):
Disappointingly short game, couple of hours at best, but beautiful and engaging with a good combat system mainly based on reflex, completely worth it. Good soundtrack. Will be cheap as hell by now.


Rez (Dreamcast - if anyone's still works):
Replay value is phenomenal. Can only be described as a journey through a constantly evolving universe, with the soundtrack being as integral to gameplay as anything else. As you progress through levels, each target you hit contributes not only to the complexity of your surroundings, enemies and self but also to the beat, slowly building layers of rhythm and harmony.


Nationstates:
www.nationstates.net - Online community based politics/economics simulation. Pretty basic, I never got hours of continuous gameplay out of it exactly but it can get pretty addictive without taking huge chunks out of your time imo.

#14
Ah well, fuck it.

Maybe some of my famous "chocolate sticks" will change your mind.

One sec...... HRHRRRROOOOAAAAWWWRRRRR.

#15
Arrrggghhhh morefellout....