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Animal Crossing - Main Theme (Gamecube) by Ixitxachitl

File Name: Animal Crossing - Main Theme (Gamecube)
Submitted: by Ixitxachitl
Authors: Ixitxachitl
Taille d'insertion: 0x067D bytes
Type: Chanson
Utilisation d'échantillons: Aucun
Source: Adapation
Durée: 1:12
En vedette: Non
Description: The theme from the Gamecube animal crossing, I made it for a title screen.
SPC

This is off to a great start, and I especially want to note that you used @9 very well. It can be a hard sample to use because it doesn't loop and therefore sounds very staccato at high octaves, but that's not the case here; it's used at the right octave, with nice echo, and with a split across channels and therefore sounds great!

Now, onto the things that can be fixed.

The biggest thing I notice is that it sounds like there's some sort of desynchronization between channels going on starting around 0:24, though I'm not sure exactly what's causing it, especially since it seems to remedy itself as the song goes on.

Additionally, I feel like I hear a few wrong notes here and there, such as around 0:09 and 0:17, which I'm guessing are because of the MIDI you used or something.

Also, putting the top of the background piano on channels #6 and #7 is very risky since those channels are used for SFX, and so those sections may noticeably cut out. It's typically not as noticeable for the bottom (or middle) notes of chords, but it is for the top or otherwise prominent notes, and sections like 0:23 and beyond use those channels a lot while others are free. In cases like this, it may be worth forgoing the piano's fullness being spread across multiple channels in order to minimize SFX cutoff.

The loop point for the song is also incorrect. I believe the piano that kicks in around 1:05 should just be part of the loop of the song, so there's no need to rewrite the notes there, but either way, it cuts out like halfway through the measure.

Now, a few small tips about instrumentation. For the percussion channels, it might be preferable not to put rests between notes. Since percussion instruments don't loop, they naturally fade out, and putting a rest makes them cut out faster. So, for example, instead of @21c16r8., you could write @21c4 and it'll sound a bit less choppy.

Finally, a few minor notes about optimization, but your sequence of (01)(02)(01)(02)(01)(02) can be superlooped as [[ (01)(02) ]]X, with X being the number of times the pattern repeats (so for example, 6 for the first set). Tempo and global volume don't need to be defined on every channel, and long rests should be looped as [r2] instead of [r1], and stuff like this can be merged into one [r2] loop.

I believe that's it for the more general stuff. You can definitely fine-tune the mixing a bit, especially since this song predominately uses piano. The q command (which works as follows: qXY, where X is a number from 0 to 7 defining how staccato each note is (with 7, the default, being the least staccato), and Y is a number from 0 to F basically multiplying the current channel's volume (with F, the default, being a 100% multiplier, and the others steadily decreasing)) can help create that piano feel by making some notes quieter than others, although it requires patience to really use it to its fullest extent. This isn't something "mandatory" to do, but I figured I'd put it out there so you can experiment with it and see if you like it or not.

Good luck!