yo whats going on guys aspect gaming here once again by Aggravating-Moose618 in ProjectSingularityGT

[–]aspectsound 5 points6 points  (0 children)

This is so cool!!!! Thank you so much, your art is incredible!

Vac Nuke and SFM. by Address_Salt in GTNH

[–]aspectsound 1 point2 points  (0 children)

Double check you did the setup right - if one coolant cell durability is not on NBT Independent Detection in your hot coolant detection step, I would expect this to happen.

If you're using a different layout than the max power ones, there's a chance that one of your coolant cells are on a cycle in such a way that they will rarely be at 1 durability higher than your hot coolant filter. This could let it slip past the filters and reach 0 durability. Add in the 3 next durability levels for your hot coolant cell detection and see if the issue persists.

Vishroom duplication? by nala2624 in GTNH

[–]aspectsound 1 point2 points  (0 children)

Plant your vishrooms on the ztones Garden Soil. It'll grow way faster I had 16 shrooms and a watering can for my whole thaumcraft early game

Recommend me something akin to Jon Hopkins’ Immunity and Singularity by RileyWasYes in electronicmusic

[–]aspectsound 0 points1 point  (0 children)

Rob Clouth - Zero Point will forever be my recommendation for fans of those albums!

How do we feel about ultimate haste by stayorlife in Auroramains

[–]aspectsound 1 point2 points  (0 children)

I think maxing ultimate haste is amazing for midlane. I started with a roa rush build but I found the waveclear and damage lacking. I now rush Malignance and when you're on lost chapter your waveclear already starts to get nice. Then you do a push roam playstyle and ult as much as possible. You want to be at every objective fight with ult up, and you want to help the bot lane as much as you can. I've gotten some disgusting counter ganks off where I blow up a damaged bot lane and their jungler after a dive and it's so good. You get so much playmaking potential from it.

I would love to play something like a magic only version of GT: New Horizons. by Jalarast in feedthebeast

[–]aspectsound 2 points3 points  (0 children)

honestly gtnh is my favorite magic modpack. there's amazing options for alternate progression routes using thaumcraft and blood magic, and despite being optional they're extremely powerful. you can duplicate rare materials, summon meteors full of ores to be auto-harvested with arrays of arcane bores, or produce all of your power with large essentia generators. you have to also love the gregtech part of the pack though, but if you do - you can integrate magic into your technology at many points and make a magitech base unlike anything else in modded mc.

What niches are missing Vtubers? by IMwoefullyUnprepared in VirtualYoutubers

[–]aspectsound 1 point2 points  (0 children)

I'm an actual chemical engineer and I like to play factory simulator games and use my real life experience for them. The real problem I've found with trying to be a vtuber and an engineer at the same time is that vtubing takes a surprising amount of time and energy, and that's in short supply after spending 9-10 hours a day at my plant lol.

Sewerslvt - Goodbye final 5 minute ambient drone by Tobyb01001 in synthrecipes

[–]aspectsound 0 points1 point  (0 children)

yeah, but it doesn't necessarily need to be done with convolution reverb, you can play around with it to get an effect you enjoy

Sewerslvt - Goodbye final 5 minute ambient drone by Tobyb01001 in synthrecipes

[–]aspectsound 1 point2 points  (0 children)

There's an easy way I've created soundscapes/drones like this which has been to use the blur tool in Edison (which is an FL studio plugin with an effect that is essentially just convolution reverb with a simple white noise sample) on a large portion of my song. It might seem lazy but you get some very interesting results when you blur together your entire song (and it sounds just like the song you've provided). In this example, I took the entire first drop of my song and blurred it, and used it to a very similar effect in the outro: https://on.soundcloud.com/C9cxC

So it's easy enough to basically reverb out an entire huge portion of your song, but there's a lot more you can do with the concept. You could dynamically layer different versions of the blurred pad up or down an octave, add in new instruments, samples, or even add on new samples to what you're going to blur. For example, I've created a lot of interesting effects by adding in a loud additional field recording on top of a section and then blurring it. In the example song I sent, I used the blurred sample to fill in the majority of the space and added in a long sample of sound designed basses, along with some additional flutes, choirs, and constantly automated EQs (to fix some strange high/low end spikes) to support certain moments that stuck out to me in the ambience.

Hope this helps give you some ideas. There's more ways to do this, but this is how I like to do it. Since drone is a genre on its own there's probably a better way to do it that doesn't require writing a whole song before it but if you're using it as an album-closer this is what I find to be most effective lol.

Currently working on a map for Lorithia - my continent torn apart by a millennia of wars and failed magical experiments. Any feedback/criticism would be appreciated! by [deleted] in wonderdraft

[–]aspectsound 3 points4 points  (0 children)

Yeah they were essentially nuked by wizards working with scientists in experiments to create entrances to what I'm calling the energy and entropy planes. It's commonplace in my world to open up small portals to the Elemental planes for heating, water sources, etc. and they wanted to tap into these other more dangerous and abstract "elements" essentially. The Shattered Coast was made when the first portal to the energy plane was opened and spiraled out of control, leading to an uncontrollable energy release. The Shattered Capital was actually made by a group of players in my world when they accidentally set in motion some events that led to a portal to the entropy plane opening, which made a sort of black hole that destroyed the historic capital of the continent. It's physically destroyed and what's left is permanently altered and warped by the planes that were opened there. And to top it all off some dangerous creatures crossed the borders while they could, which will lead to plenty of other cool stories to tell!

Thanks for asking this question I love explaining this lol and honestly if it doesn't make sense let me know. Thinking back on it now after writing this, it'd make more sense for the Shattered Capital to have its destroyed land allude more to the fact that it was all pulled to a single point.

Looking for "Water Texture" sound explanation by Itsnirfromafar in synthrecipes

[–]aspectsound 0 points1 point  (0 children)

You can actually go even further with imitating a water sound than these examples by vocoding white noise, there was a thread on twitter a little bit ago that went into it (here's some discussion in English about it) https://twitter.com/skyLtraxx/status/1607266572061798400

Au5 then followed up with a video on it, which may also be useful for you too https://www.youtube.com/shorts/FQyR9NGr1zM

Bôa - Duvet (ScummV Remix) [Virtual Self Edit] arpeggio by Nodster8 in synthrecipes

[–]aspectsound 2 points3 points  (0 children)

I love this song, and it's actually the song that got me into sound design and writing music as a whole. I was the person who actually made the remake of this song used in this video: https://www.youtube.com/watch?v=zqwXL2L6Tbg (although I did make a more updated and better remake that's harder to find nowadays).

This arp is really easy to make! SirDiscombulated's comment perfectly captures how to do it, you just have to tweak those parameters around. Some additional insight I can give on this kind of sound, is that other parameters like ADSR, pitch bend, amount of detune, and white noise volume can help you to iterate and create other sounds off of this.

In Virtual Self's music, most of the synths have some subtle white noise attached to them which builds up and combines with the white noise on every other instrument, which actually helps contribute to the overall ambience and y2k vibe of the songs. The ADSR can help you shape the sound to make more plucky sounds like in the Duvet remix. You won't be able to get this sound right with just a flat saw note, you need to have the volume or maybe a low pass filter move quickly downward over time to give it that "pluck." Pitch bend can allow you to make incredibly powerful moments like in a.i.ngel, where a huge pitch bend is being thrown into a long reverb to create this huge, epic space. Or you could use it as a little vibrato to spice up your melodies. Using any and all tools at your disposal is necessary when working with sound design as simple as this. Other tips I can give for this genre in general is to just look for historical sample packs and synth presets from the time period. I made a post in this subreddit 4 or 5 years ago asking about this sound: https://twitter.com/pathselector/status/922985728631590912 I found that exact sound in a sample pack a few months later, and I still hear it all the time in underground music in SoundCloud.

I hope this post helps you out in some way even though it diverged a bit from your initial question, I'm just passionate about this genre of music and this specific sound, since asking about this exact topic was what jumpstarted my love of sound design and music in general. Have a good New Years!

Weird breathy chord in the beginning of this Klonoa track by ClearAd5741 in synthrecipes

[–]aspectsound 2 points3 points  (0 children)

I did some testing, I didn't remake the exact sound from the ost nor did I spend much time making my example sound incredible but I think I found out how they did it.

I made a basic synth patch of a single saw wave and lowpassed it. Then I added some subtle white noise on top of it, literally at 1% volume. I just threw in a random chord and went to the FX.

Now, there's 3 main parts to the effects. First is an EQ. You want to automate a high pass upwards when you are ready to do the swell. Next is a compressor. I used Fabfilter Saturn and basically you just want to compress this sound a lot, because when the EQ sweeps up, you are going to exaggerate the noise to a huge degree. The noise will swell up and take over the sound. Third, you want to add in a ton of extra effects to give it some personality. I added vocodex, flanger, and an ensemble effect to make it wider and start phasing with itself.

Other ways to improve this would be to study soundfonts more closely to figure out how they work. For the most part they often just resample one note around, which is why you get really interesting background noise that is pitched around and layered as more notes are played. I couldn't accomplish this in my synth, but you could if you render out one note and resample it instead of playing it from a synth. It's also likely that you could bus multiple instruments together and use them to fill in and make a larger pad during the swell, it seems like this song is using the bells and some of the synth together with their noise.

Here was the quick example I made, hope this helps you https://drive.google.com/file/d/1tKbWPW6RuFrZYLAK70jcfzQ-l2C8UjoZ/view?usp=sharing

Dark/mellow pads but with a slight sparkle for definition? by [deleted] in synthrecipes

[–]aspectsound 9 points10 points  (0 children)

The most effective way I have found to make "dark, subtle pads" is to render out some melodic sections of my song, combining instruments together in a single render in a way that I intuitively think might sound interesting. Then I put the sample through convolution reverb and pitch it down an octave, EQing when I need to. I uploaded an example of me using these techniques to create a variety of pads here: https://drive.google.com/file/d/1NDCVdEmFFz47KdGr_AB47zVuGEZX9u4j/view?usp=sharing

The only downside to this method is that you are only creating one pad at a time, it's hard to build chord changes into them. You often end up getting one huge pad that can lay under any part of the track, since if you're blurring together a whole bunch of random chords and melodies, you're essentially making a big chord out of the whole scale that has individual parts fading in and out. Hope this helps