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#1 |
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FFR Player
Join Date: Aug 2005
Age: 25
Posts: 3,996
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Okay, this is one of the hardest things in the universe to figure out in a sim.
How the heck do you do pitch relevancy? Is there some tool or something? Why is it so hard to figure out? Or do you just listen carefully? If I can do that correctly, another problem comes. What's compression? I read Arch's review for Blurk's Flashman, and it says something about compression, am I right? How do you compress 9+ different pitches into 4 notes? Lastly, what defines pitch? Is pitch a single note or just a small range of notes bunched into one arrow? Seriously need some clarification here. |
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#2 |
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FFR Player
Join Date: Jan 2006
Location: we wrestle polar bears
Age: 33
Posts: 3,248
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Last edited by dascookieman; 03-12-2008 at 08:10 PM.. |
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#3 |
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FFR Player
Join Date: Aug 2005
Age: 25
Posts: 3,996
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#4 |
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Dark Chancellor
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in before stargroup
first of all you shouldn't really bother with pitch relevance unless there is a single clear melody that's easy to follow. if it's fast, (at least imo) you shouldn't use pitch relevancy blindly for the sake of pitch relevance while your file becomes a steaming pile of **** that nobody plays because the patterns are gay but uh being able to discern whether a note has a higher or lower pitch than another is something that some people just can't do, so if you can't then you're basically screwed. if you can sort of tell then you should slow the song down to follow it, and have higher pitched notes correspond to arrows on the right and lower to the left (so a scale of four ascending notes could be placed 1234). but the trick is to do that while still changing the patterns up (so it could also be 1324 or 2134). once you practice it enough you'll figure out patterns that work with different groups of relative pitch. it's kinda hard to explain, you just have to mess around. the important thing about pitch relevancy is usually when you have a repeating note (when you would use a jack) or when you have small groups of repeating notes (where you would pick a pattern of arrows that corresponds to the group, and use it whenever that pattern crops up). basically, consistency is the key. oh and i'm not really jIvE with the amazing stepmania theoretical words that people are throwing around nowadays but I think compression is just layering lots of different sounds at once this is probably incomprehensible but just read stargroup's inevitable post Last edited by cetaka; 03-12-2008 at 11:01 PM.. |
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#5 |
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behanjc & me are <3'ers
Join Date: Jul 2006
Posts: 2,041
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hi cetaka
EDIT: should I type up a serious post? o_O
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Rhythm Simulation Guide Comments, criticism, suggestions, contributions, etc. are all welcome. Piano Etude Demon Fire sheet music Last edited by stargroup100; 03-12-2008 at 11:25 PM.. |
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#6 |
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FFR Player
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i have never been so lost.
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#7 |
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FFR Player
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lower sounds to the left, and higher sounds to the right.
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YOU JUST WON THE GAME! CONGRATULATIONS! |
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#8 |
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Massive flaming dildos.
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Think of Guitar Hero xD
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#9 |
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Network Security Analyst
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stepmania theory
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#10 |
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FFR Player
Join Date: Aug 2005
Age: 25
Posts: 3,996
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#11 |
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Banned
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you know the file we're collabing on? the beginning follows pitch relevancy as well as the freezes with the melody
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#12 |
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★★★★★
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- using the same arrow for the same pitch
- lower pitch at the left (optional) - consistency of PR should be kept through the part (or the entire song) If you are following the melody part PR is recommended. But you don't need to make it PR when you want to avoid repetitiveness/jacks. ps there's a guide http://www.flashflashrevolution.com/...ad.php?t=82080 |
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#13 |
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Banned
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everytime people put PR i think they mean Professor Raine
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#14 |
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FFR Player
Join Date: Jun 2007
Posts: 37
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#15 |
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FFR Player
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god ****ing dammit glove i wanted to post that
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<citruschild> safs |
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#16 |
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FFR Player
Join Date: May 2007
Location: D:
Age: 30
Posts: 1,560
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>_>;
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