This stuff is actually not on my KHInsider releases. Unreal, Deus Ex, Unreal Tournament or GBA music comes to mind.īut yeah, it is a ever changing situation depending on release and you can find documentations about it on my Squid-Board release thread which has a cloud link with all my releases including txts and such. Instrumentation I redo very rarely because for this I need composer files which might be possible with some older games that use midi or similar projects. With this I can even fix and improve heavily lossy and brickwalled music. Recently I also expanded some of my works with even more in-depth remastering such as delossifying and declipping via various VSTs and Programs like RX9 or Stereo Tool. I then edit them so that they have clean fade ins, fade outs, mixing, declicks, noise reducement and so on. I obviously can't fix whats already rendered such as lossy OGGs, etc but I try my best in every case. But as I said, this really depends on the game and sources in general. Like with minimal limiting and brickwalling. After this I render them as lossless and also with the best "audiophile" quality as possible. I compare various platforms and their codec and audio quality in general. First off, I usually source all my music from the highest quality sources possible. Well your questions aren't actually that easy to answer and depend on the release. I am both blown away and even a bit ambivalent to some extent - like, how the heck is it possible to make music that already sounds good, better (especially without redoing instrumentation)? Porcus has my standing ovation and a many, many more bravos. Heck, can you perhaps do the same for the Spyro trilogy? Or what about Donkey Kong Country Returns and Tropical Freeze? Suggestions aside, I really am impressed these far exceed my expectations. These are definitely not your run-of-the-mill remasters (Re-engineered really is the right word). The quality, the time and effort that I can only imagine that went into this.
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