Sample Pack Contest VII: TRACK SUBMISSION CLOSED

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Sample Pack Contest VII: TRACK SUBMISSION CLOSED

Postby LukeB » Wed Feb 01, 2012 9:22 am

Sample Pack Contest VII


Sample submission is now closed and I'm very eager to release the whopping sample pack containg 54 samples !
I want to thank all the people that participated, I really enjoyed recieving the samples and get suprised by the crazyness some contain.
I want to thank Blitz Lunar specially because he inspired me in the first place and he gave me the green light for hosting SPC VII.

Some notes on the samples that got submitted
- 3 samples are over the 4 second limit but I let them pass.
- 4 samples are not 44.1KHz 16 bit format, I had problems importing them in to FL Studio (the software I used to convert the samples).

UPDATE: KungFuFurby converted the 4 samples that weren't 16 bit which can be downloaded here

SAMPLE SUBMISSIONS:
- P3nエsXpert (3)
- Rocco (3)
- Radiation (3)
- Maxo (3)
- KungFuFurby (3)
- Charybdizs (3)
- AnthonyMorgan (3)
- sci (3)
- Bregalad (3)
- MicroProce​ssor (3)
- Jayster (3)
- Kris Troutman (3)
- Nieb (3)
- blue.nocturne (3)
- Pongball (3)
- Blitz Lunar (3)
- LukeB (3)
- Kay Faraday (3)

The deadline of the contest will be March 14 so be aware of that. You can send PM or email your track(s) to: gml_luke@hotmail.com

Sample pack can be downloaded here
Sample pack + KungFuFurby bugfixes (Mediafire Mirror) can be downloaded here

RULES AND STUFF:
- Your songs must use ONLY the sounds in the sample pack. No other sound source (synths, samples etc.) is permitted.
- Your songs must be original compositions (no remixes or covers/remakes.)
- Feel free to edit the samples to your requirements.
- Use of DSP/effects is allowed and encouraged (reverb, delay, chorus, etc etc.) Highly "destructive" DSP is allowed but use discretion.*
- Some effects are a grey area (such as vocoders, which generate sound as well as process it.) Again, they are permitted, but use discretion.*
- Submit songs in MP3 format. 44.1KHz 16bit Stereo is preferred. Bitrate shouldn't be really high or really low, but it's up to you.
- Don't show/reveal your songs to anyone.
- You may submit as many songs as you wish. (quality over quantity is preferred ~ try limiting the number you enter to four or five at the most)
- Use whatever software you like. Audio workstations, trackers, midi sequencers + soundfonts etc. Be aware of their respective limitations though.
- Avoid "short-looping" samples, wherein you create simple waveforms bearing no resembolence to the original sound. Looping is permitted otherwise*
- Try and make your songs at least a minute long.
- Anything you don't finish feel free to post in the thread after the contest.
- Have a Grand ol' Time™ in the process.

*the basic reasoning behind these is that we want to hear songs that are obviously using the samples provided. If these things are being utilised precisely to circumvent the limitations of the samples, it becomes unsporting/no fun. Perhaps someone else can explain better than me.

Lastly I want to say, be creative, have fun and good luck !
Last edited by LukeB on Thu Mar 15, 2012 9:12 am, edited 13 times in total.
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby LukeB » Wed Feb 01, 2012 12:43 pm

I also want to mention a idea I came up with which might be foolish. What about a price, a money price.
Lets say that we sell the album on bandcamp and the number 1, 2 and 3 get a certain percentage of the profit made by the sales.
So maybey the number 1 get's 50% , number 2 gets 30% and the numbert 3 gets 20% ... these could be changed to any percentage.

I know the SPC has always been a contest in which the price is the honor you get from winning it (but the most important factor the fun of being part of it all), but we could at least try a money price this round. Anyway, tell me what you guys think about it. :)
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby KungFuFurby » Wed Feb 01, 2012 1:02 pm

In the words of the furby: very big no. Especially with these type of samples, which come from all over the place (and possibly unauthorized in multiple cases: we don't want to get taken down!).

By the way, I do have the ability to convert them over using iTunes if needed.
Last edited by KungFuFurby on Wed Feb 01, 2012 1:04 pm, edited 1 time in total.
My game music works:
Scribble Star by Winzenheimer and the Stencyl Team
Nine Pixel Game by KungFuFurby (my own creation! ^_^)
Arkanaut by Manuel/Satelite Play
Blackheist by Manuel/Satelite Play

And some others that haven't been released yet.
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby Kris Troutman » Wed Feb 01, 2012 1:04 pm

I advise against trying to sell anything, because 1: It goes against the relaxed nature of the contest (a just for fun sort of thing), and 2: There's a good deal of samples that are actually just ripped portions of songs, and it just seems like a dicey move to try and make money off this.

Just my thoughts though. let's have a fun contest.
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby LukeB » Wed Feb 01, 2012 1:17 pm

Kris Troutman wrote:I advise against trying to sell anything, because 1: It goes against the relaxed nature of the contest (a just for fun sort of thing), and 2: There's a good deal of samples that are actually just ripped portions of songs, and it just seems like a dicey move to try and make money off this.

Just my thoughts though. let's have a fun contest.


It was just a thought, I completely agree with you. It should stay a contest for the fun off it, that's what I love about it ! :)
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby KungFuFurby » Wed Feb 01, 2012 1:35 pm

Well, there are actually four samples that are not 16-bit. Rate isn't a problem, but I was able to pick them out by determining which ones would not import into Schism Tracker. After doing that, I used iTunes to zap 'em into 16-bit samples.

These have been bugfixed by KungFuFurby:
003_ginastera.wav
fuzzybass.wav
glock.wav
singing_fence_E.wav

Reason: These, as identified by QuickTime, are 32-bit samples, not 16-bit.

Get four samples in more importable 16-bit format

BF is added on to indicate the sample was fixed.

By the way... I can recognize the original source for some of these samples. I actually may have heard the originals... in part or in whole.
My game music works:
Scribble Star by Winzenheimer and the Stencyl Team
Nine Pixel Game by KungFuFurby (my own creation! ^_^)
Arkanaut by Manuel/Satelite Play
Blackheist by Manuel/Satelite Play

And some others that haven't been released yet.
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby LukeB » Wed Feb 01, 2012 1:55 pm

KungFuFurby wrote:Well, there are actually four samples that are not 16-bit. Rate isn't a problem, but I was able to pick them out by determining which ones would not import into Schism Tracker. After doing that, I used iTunes to zap 'em into 16-bit samples.

These have been bugfixed by KungFuFurby:
003_ginastera.wav
fuzzybass.wav
glock.wav
singing_fence_E.wav

Reason: These, as identified by QuickTime, are 32-bit samples, not 16-bit.

Get four samples in more importable 16-bit format

BF is added on to indicate the sample was fixed.

By the way... I can recognize the original source for some of these samples. I actually may have heard the originals... in part or in whole.


Thanks for your effort ! Kinda wierd, I think just overlooked the other two ? Should I add them to the pack or just post the link in the OP seperatly ?
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby LukeB » Wed Feb 01, 2012 2:14 pm

LukeB wrote:
KungFuFurby wrote:Well, there are actually four samples that are not 16-bit. Rate isn't a problem, but I was able to pick them out by determining which ones would not import into Schism Tracker. After doing that, I used iTunes to zap 'em into 16-bit samples.

These have been bugfixed by KungFuFurby:
003_ginastera.wav
fuzzybass.wav
glock.wav
singing_fence_E.wav

Reason: These, as identified by QuickTime, are 32-bit samples, not 16-bit.

Get four samples in more importable 16-bit format

BF is added on to indicate the sample was fixed.

By the way... I can recognize the original source for some of these samples. I actually may have heard the originals... in part or in whole.


Thanks for your effort ! Kinda wierd, I think just overlooked the other two ? Should I add them to the pack or just post the link in the OP seperatly ?


Did it anyway :P
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby Blitz Lunar » Wed Feb 01, 2012 3:03 pm

Kris and KFF nailed it - monetising from the contest opens up a huge can of worms legally, ethically, and even practically, plus doesn't suit the nature of the contest (indeed, it's just for fun.) you might wanna try something like that in another contest; just not SPC.

checking out the samples now. stupidly i still don't have a computer i can use to write songs. i hope that's sorted out soon. at least for the time being i can do some sample editing.
iridescent audio : youtube
#maj7 @ irc.esper.net
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby KungFuFurby » Thu Feb 02, 2012 5:32 pm

I've already got a pretty good hold on these samples. I've already got one idea that I produced, then rejected (trying to be more careful with what I submit this go round... putting in every single one isn't going to do me any good). Working on a second...
My game music works:
Scribble Star by Winzenheimer and the Stencyl Team
Nine Pixel Game by KungFuFurby (my own creation! ^_^)
Arkanaut by Manuel/Satelite Play
Blackheist by Manuel/Satelite Play

And some others that haven't been released yet.
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby Bregalad » Fri Feb 03, 2012 5:10 am

You won't submit 15 songs this year, will you ?
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby LukeB » Fri Feb 03, 2012 10:08 am

KungFuFurby wrote:I've already got a pretty good hold on these samples. I've already got one idea that I produced, then rejected (trying to be more careful with what I submit this go round... putting in every single one isn't going to do me any good). Working on a second...


I'm not lucky either, I got 2 idea's which I both rejected :?
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby KungFuFurby » Fri Feb 03, 2012 3:12 pm

Bregalad wrote:You won't submit 15 songs this year, will you ?


Not fifteen... especially since I myself have much more stuff to do in addition to making music for this contest. I do produce game music these days.

Plus, I abandoned the SNES soundtrack idea altogether a while back for each SPC sample pack (SPC 6 is done and I uploaded it to the SNESMusic.org forums, actually!). I did produce a near full set of about 15 tracks (that's actually slightly less) for SPC 1. I only have one left to make (If I ever get to producing it...) and perhaps I'll showcase it.
My game music works:
Scribble Star by Winzenheimer and the Stencyl Team
Nine Pixel Game by KungFuFurby (my own creation! ^_^)
Arkanaut by Manuel/Satelite Play
Blackheist by Manuel/Satelite Play

And some others that haven't been released yet.
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby Charybdizs » Sun Feb 05, 2012 12:06 am

Urk, I'm having a hard time with this sample pack. Last time there were tons of aquatic and crystalline sounds, which really was my cup of tea, but this time... It's like, either bass sounds or scratchy synths. Not quite my stuff. I have gotten some inspiration besides that, but it's always been when I'm not at the computer. x~x

Plus, I'm having the problem that some samples refuse to change pitch when placed on a scale, and I can't figure out why.
I sometimes make belief and pretend I can compose
http://soundcloud.com/wesley_g/
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Re: Sample Pack Contest VII: SAMPLES RELEASED

Postby HyperX » Sun Feb 05, 2012 2:12 am

Which DAW/tracker are you using?
HyperX v2 - Now with sequencing!
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