|
Post by winterbourne2k on Dec 11, 2008 22:00:08 GMT -6
This is more a question directed at EvilGrimace:
Do you have a tutorial or a quick explanation on how you use Dickspeed and what advantages can be used with it, and could you provide an example (a short clip to illustrate the effectiveness)?
I've had this in mind for some future MM themes in my project, but I'd like to use this method correctly without any screwups.
|
|
|
Post by Admin on Dec 11, 2008 22:26:28 GMT -6
You can try letmegooglethatforyou.com/?q=DickspeedBut seriously, Dickspeed is intended primarily for people who have excellent auditory perception/pitch finding or have sheet music. The basic concept is to increase the speed of your song so that the shortest notes can be added (IE for eighth notes, double the speed so they can be plotted as quarter notes.) Then, QUADRUPLE that speed. Using the multiples of 4, you can determine which measure corresponds to a quarter note, eighth note, and 16th note, and notate accordingly. This allows multiple instruments to be plotted on the longer notes (quarter), and enables the use of things like slow strings, a low brass section, etc, playing throughout without sacrificing the primary sound.
|
|
|
Post by blueheat127 on Dec 12, 2008 6:27:20 GMT -6
Yes, what Tiger said. It's also used to simulate a long note on Mario Paint. I have the same predicament as you, I'm trying to find a tutorial so I can use it for Mighty Mite.
|
|
|
Post by Banjo on Dec 12, 2008 6:48:18 GMT -6
The higher number you multiply by, the further apart the notes get. To get a good 16th note spread going, (as in every yellow line is a 16th note) you would multiply by 16. This would also make eighth notes every 2, quarter notes every 4, etc.
Edit: This usually puts a tempo in the 2000-2950 range for me, but i never go any higher, but that's just personal preference. Going higher means less work on every clip, so you'll have like 30 clips.
The good thing about dickspeed is that you can break the 5 note limit very easily, and put notes on the lines before and after where they really should be, because the tempo is so high and the notes are so close they basically sound the same. This also goes for better volume control. If you do use dickspeed, however, make sure you count right. There are key measure numbers to look for, (or at least for me). 33, 49 (sometimes), and 65. Those are usually the end of phrases if you choose to do a song in 4/4.
Good luck if you try, counting and spreading out notes can be a pain, especially in the case of string arpeggios.
|
|
|
Post by theEvilGrimace on Dec 12, 2008 16:10:30 GMT -6
Yep, its pretty much been all explained.
Multiply to get a high tempo (I like 16 times normal) and use it to break the 5 note rule, intensify the song, and precisely control dynamics. It's also great for attack/release control, because you may place rest notes in more places. With your new 15ish note limit, you can come up with more ways to make your rendition sound alot more realistic. Think matching the instruments as closely as you can by using combinations. Think about your blend and balance, as you can control certain voices volume seperately.
When you multiply by 16x, it will indeed as Banjario said put you in the 2k-3k range. There are only really a few tempos that actually work - and you can learn more about that in the other thread I posted here analyzing this.
Good luck with your project(s)!
|
|
|
Post by winterbourne2k on Dec 12, 2008 19:12:48 GMT -6
Thanks for the tips everyone . I plan on getting a bit more serious when I start with Megaman 3. I plan on adding a bit more variety in the sound combinations I've been playing with while composing the MM2 tracks. It will be especially challenging when I try to do Dust Man's theme (the beginning notes are going to be tricky to pull off, I can't think of anything other than Dickspeed to pull it off). If I can get the hang of it, I know my compositions will really improve as far as innovation goes, but I probably won't go overboard with every theme.
|
|
|
Post by blueheat127 on Dec 12, 2008 19:40:19 GMT -6
I have been attempting this for a long while. It's quite a challenge, it takes a very long time, I warn you.
I cannot offer many tips beyond what these people have shared, but I wish you a good luck.
|
|
|
Post by Colin Comard (Delay) on Dec 12, 2008 20:10:33 GMT -6
The highest i've ever gone is...
1974!
As an experiment. But that's the only time i've ever used dickspeed.
|
|
|
Post by winterbourne2k on Dec 12, 2008 21:32:13 GMT -6
I have been attempting this for a long while. It's quite a challenge, it takes a very long time, I warn you. I cannot offer many tips beyond what these people have shared, but I wish you a good luck. I work, I sleep, I eat, I spend time with the wife, that's about all I have going for me right now, lol. I have tons of free time on my hands, so I needn't worry about how long it takes. I've always been pretty good at reading sheet music, and figuring out where to put notes when using a higher tempo isn't a problem either. I'll probably practice using this on a couple tunes in between Megaman 2 and 3 to get the feel of it.
|
|
Espeon
Plane
Pizza Castle
Spiral Knights is the sheeeit
Posts: 951
|
Post by Espeon on Dec 12, 2008 21:40:53 GMT -6
When does the tempo actually turn to dickspeed?
|
|
|
Post by winterbourne2k on Dec 12, 2008 22:03:33 GMT -6
Well, let's say if you were using a Midi Notation player, and the tempo there says 150. Composing normally as you would in MPC, you multiply that number by 4 to give you 600. That means that each note played is a 16th note.
To play each note as a 32nd note, you double that speed to 1200, or 150 times 8.
Dickspeed means that you're doubling the 32nd note speed again to make it 2400, or 150 times 16. It's quadrupling the initial tempo.
The purpose of the thread was to help me clarify that part of using Dickspeed, for it's got advantages as explained above.
*looks at sig for a moment*...FALCON PUNCH!!
|
|
|
Post by lih on Dec 12, 2008 23:35:52 GMT -6
When does the tempo actually turn to dickspeed? Around 2000 or so I think
|
|
|
Post by RehdBlob on Dec 12, 2008 23:47:48 GMT -6
Also, dickspeed happens very easily if you try to do triplets and 16th notes together because that pretty much puts you at 2400 tempo for a 200 tempo song. (200 x 4 for 16th, x 3 for triplets = 2400) At about 1500 tempo, there is a 10-ish note limit. After 2000, there is a 15-ish note limit. But watch out for the tempo gaps, because they slow down/speed up songs. If you watch my Booster's Railroad theme, you can see why, because I calculated 2400 tempo, but had to change it to 2700. And the last two parts at 2600 were no different in tempo than the 2700 tempo parts. Yes, it takes a LONG time, but the results are rewarding.
|
|
|
Post by Guru on Dec 13, 2008 5:14:04 GMT -6
LOLOLOLOLOLOL once I went over 5000 for the Ocarina of Time intro... But then I realised it wasn't strictly necessary and cut it down to around 2400... Speaking of which... ... I'm late with that medley, aren't I? XD
|
|
|
Post by egg567 on Dec 14, 2008 16:15:10 GMT -6
I've actually been working on something that has required me to go beyond 500, but what number would you multiply by to get 16th tuplets as the shortest note? This piece has 8ths, 16ths, and 16th tuplets...
|
|
|
Post by blueheat127 on Dec 14, 2008 16:27:31 GMT -6
What the hell is a '16th tuplet'!?
|
|
|
Post by egg567 on Dec 14, 2008 16:41:05 GMT -6
Tripleted 16th notes, or 3 16ths covering the space of 2.
|
|
|
Post by Guru on Dec 14, 2008 16:42:45 GMT -6
12, methinks.
|
|
|
Post by blueheat127 on Dec 14, 2008 16:45:52 GMT -6
Tripleted 16th notes, or 3 16ths covering the space of 2. Ah, 32nd notes...
|
|
|
Post by Guru on Dec 14, 2008 16:46:48 GMT -6
Tripleted 16th notes, or 3 16ths covering the space of 2. Ah, 32nd notes... ... No, 16th triplets. RIGHT? Tell me I'm right!
|
|