Gep’s Customs- WIPS
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December 11, 2014 at 1:39 pm #391424
A little background on myself.
I played guitar a fair bit in the mid 80’s to mid 90’s and tinkered with MIDI during the same time.
I can read sheet music and understand basic musical concepts.
I’m starting out on a fairly basic song, Danzig’s Twist of Cain (unless I hear someone else is doing it).
It’s got a simple rhythm and the 4 basic instruments, plus I’ve got a fairly solid MIDI file to help.
I’m working on the Tempo Map currently, and generally getting to know Reaper 4.22.
Farottone’s tutorial has been a great help so far.
I have 2 very basic/n00b questions as I move along
– Is there a preferred drum synth plug-in for Reaper that you seasoned folks use? I’d like to get that installed and tweak the MIDI pitch or mapping to work with it for aligning the drums.
– I learn best by active example. Is there a simple sample RPP floating around that demonstrates the 4 basic instruments. I’m looking for a ‘sandbox’ to play in just to quickly run through tweaking/testing in Reaper, following up by using Magma to package it up for testing on my console.
December 11, 2014 at 4:13 pm #434206Is there a preferred drum synth plug-in for Reaper that you seasoned folks use? I’d like to get that installed and tweak the MIDI pitch or mapping to work with it for aligning the drums.I’ve never heard of anyone using one. IMHO hearing fake drum sounds wouldn’t make it easier to lay down a chart. Alignment should already be taken care of with a good tempo map.
December 11, 2014 at 4:49 pm #434212Part of the reason I’m wanting to do this is to assess the quality and accuracy of the midi by being able to switch between the actual WAV and MID sounds, and possibly play them overlayed.
I’m guessing this is an unconventional approach.
Bear in mind, I’m new at this. ” src=”/wp-content/uploads/invision_emoticons/default_SA_cheeky.001.gif” />
December 14, 2014 at 5:44 pm #434503So my first hard lesson was that tempo mapping sucks.
This song has an odd timing of the drums, but appears to be 120bpm.
I’m going to my plan B song, Beck – Loser.
I know it’s in the dead links repository with drums only.
I’ll start from scratch and see where I can go with it.
Looks like MiltoniousPrime has it on his TODO list.
I’m going to try it so I can at least get a project hopefully done and understand the process better.
December 14, 2014 at 5:58 pm #434505Quick question….
When adding and tweaking tempo map entries, I’ve somehow put Reaper in a mode where the WAV playback speed is affected by my tempo markers.
Does anyone know what I accidentally did to trigger this?
December 14, 2014 at 6:10 pm #434506right-click on your audio file / item properties / item timebase:time
December 14, 2014 at 8:00 pm #434512right-click on your audio file / item properties / item timebase:timeDoing this will ‘lock’ they audio timing so it does not change?
December 15, 2014 at 12:05 am #434519So in my first of a long line of stupid questions.
I’m using a MIDI file as a basis for my chart.
What causes guitar/bass notes to become hammer-on?
I’ve looked at the offending notes’ MIDI properties and cannot figure out what is forcing this.
The goal is to not have them in my chart.
December 15, 2014 at 12:41 am #434521What causes guitar/bass notes to become hammer-on?
The game engine. Force HoPo on and off using the appropriate markers.
December 15, 2014 at 2:05 am #434526Cool.
I was forcing HOPO off to override, but was not sure why I had to do this.
Thanks!
Bass, drums, and guitar are down.
Vocals left.
Definitely fun stuff
December 15, 2014 at 12:59 pm #434546The guitar chart for this one is working well, but I’m still having trouble with HoPo on bass.
I really don’t want any on the bass track and I’ve tried a few things to turn them off, to no avail.
I’ve stuck a ‘turn of HoPo’ at the beginning and stretched one out over the whole song, but bass insists on sticking them in.
Guitar, on the other hand, played nice and added them where I wanted using this same method.
I’m kinda at a loss on this one.
December 15, 2014 at 3:33 pm #434555If you have one long tube covering all the bass notes to force HOPO off, you will only be able to tell that it’s working if you start the preview from before that long tube starts. If you start the preview anywhere in the middle of the tube it will still look like all the HOPOs are activated.
December 15, 2014 at 4:41 pm #434561If you have one long tube covering all the bass notes to force HOPO off, you will only be able to tell that it’s working if you start the preview from before that long tube starts. If you start the preview anywhere in the middle of the tube it will still look like all the HOPOs are activated.And that is also true for any modifier, like the disco flip one for drums.
December 15, 2014 at 4:57 pm #434563Very annoying… but it makes sense why it would act like that.
If you plan on doing long sections, try and make a marker that last only a measure or so. That way, you won’t have the issue as much.
December 16, 2014 at 12:58 am #434597Yeah, I figured that part out last night when working on my guitar track.
The bass is weird.
I have a HoPo Off event a couple of seconds in and it is not having any effect.
I’ve moved it around and tried lengthening it to no avail.
I’ll jack with it some more tonight and see if something is possibly corrupted in my bass track.
Guitar behaves as expected.
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