Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Suggestions
#1
500 BPM music sequencers
Archive: 14 posts
PLEASE, MM, you must let us increase the BPM on music sequencers to atleast 500, it would help A LOT for music creators, im just getting into creating music now, and ive created themes that are too slow for 240bpm but are nearly replicated, such as: http://www.youtube.com/watch?v=MzL4IA16k78 i created this theme, yet its on the lbp sequencer even on 240bpm its nearly only 3/4 the actual speed of the song, which makes it sound kinda bad for being slow this has to happen MM, please, it wouldnt be hard to do, would it? | 2012-09-19 02:41:00 Author: Killzone3652 Posts: 78 |
You can get dang close by working with half-steps and half-bars when you construct songs. | 2012-09-19 05:34:00 Author: Unknown User |
You can get dang close by working with half-steps and half-bars when you construct songs. it would be impossible since there are eighth notes in this song | 2012-09-19 17:00:00 Author: Killzone3652 Posts: 78 |
OK I listened to the song and I'm not an expert but I don't see how you could possibly need 500 beats per minute to make it, it isn't even that fast... that's like 8 beats per second... | 2012-09-19 20:31:00 Author: Tynz21 Posts: 544 |
OK I listened to the song and I'm not an expert but I don't see how you could possibly need 500 beats per minute to make it, it isn't even that fast... that's like 8 beats per second... derp derp derp 8 multiplied by 60 is 480 i guess youre not an expert in math either | 2012-09-21 01:09:00 Author: Killzone3652 Posts: 78 |
I agree. Either 500bpm sequencers, or 1/32th notes would be terrific. (now it goes only up to 1/16th notes) | 2012-09-21 10:33:00 Author: snakeguyfin Posts: 7 |
really, i think 500bpm sequencers would be a better and easier choice for mm, they would have to program in new notes for the 1/32th, but for 500bpm really all i think they have to do is change the number in the file that controls the lowest and highest bpm | 2012-09-21 17:45:00 Author: Killzone3652 Posts: 78 |
Keep in mind LBP assembles music on the fly as well as handle game it self in same time, 500bpm might be potentially a problem for CPU, ofcorse depends now sequencer is coded which we have no idea about | 2012-09-22 15:00:00 Author: Shadowriver Posts: 3991 |
I mean, I guess it would help, but that song isn't anywhere close to 500bpm, and I'm pretty sure most songs don't really ever have to exceed 240. Most of the songs I make don't exceed 200. I guess it'd be a good thing to have, but I agree with shadowriver. Sometimes you put in enough notes that it doesn't play some of them, so that'd be a huge problem at 500 bpm. Keep trying to make the song though. | 2012-09-22 17:57:00 Author: Unknown User |
...thats like 8 beats per second.... I think he was referring to the tempo of 500bpm, not the song. To work out what bpm it is, listen for something like a bass drum, or a loop that starts over and over again. Then, you can figure out how many times that repeats in one minute, then from that you can figure out how long that loop is, and therefore how many bpm it is.... I think.... Also, try going into a music editing software. Write out some notes, for example just run up C minor scale- CDEFGABCBAGFEDC. Then, set the tempo to 500 bpm. Listen to how silly it sounds! | 2012-09-23 08:54:00 Author: bluesteel789 Posts: 159 |
I assume that what you are having problems with, Killzone, are those really fast drum roles. I've had a similar problem with re-creating some songs in Final Fantasy VII, which would require a higher bpm than what is currently offered. The only solution I found was to just either miss those notes out, or just add some missing drum notes via triplets in the gaps, whenever I could. Not perfect, but it seemed to sound ok, on the song I tried it with. I understand your feelings, but I doubt we will see an increase in the bpm. You will soon the learn that LBP, in general, is all about working with limitations, and who can work with those limitations the best. Don't focus on re-creating your song 100%, but focus on maximising what you can do within the limitations, and you will have more fun | 2012-09-23 22:04:00 Author: Scarface Posts: 31 |
I assume that what you are having problems with, Killzone, are those really fast drum roles. I've had a similar problem with re-creating some songs in Final Fantasy VII, which would require a higher bpm than what is currently offered. The only solution I found was to just either miss those notes out, or just add some missing drum notes via triplets in the gaps, whenever I could. Not perfect, but it seemed to sound ok, on the song I tried it with. I understand your feelings, but I doubt we will see an increase in the bpm. You will soon the learn that LBP, in general, is all about working with limitations, and who can work with those limitations the best. Don't focus on re-creating your song 100%, but focus on maximising what you can do within the limitations, and you will have more fun Well with LBP2 we learned that one one limits disappear the new ones appears | 2012-09-25 13:47:00 Author: Shadowriver Posts: 3991 |
Keep in mind LBP assembles music on the fly as well as handle game it self in same time, 500bpm might be potentially a problem for CPU, ofcorse depends now sequencer is coded which we have no idea about cpu wont be a problem, my laptop that can barely run minecraft can do songs of over 1000bpm | 2012-09-29 01:06:00 Author: Killzone3652 Posts: 78 |
Maybe when the sequencer requires a drum roll section you could activate a flicker switch connected to a bass pedal SFX. Not sure how fast that'll go, but doesn't a flicker switch have a frequency of 1 Hertz? And the game *probably* runs at 24 FPS? (Just a guess) so..... it might be difficult to get it in time with the rest of the music, but it could work? | 2012-09-29 08:31:00 Author: bluesteel789 Posts: 159 |
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