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#audio presets
techdriveplay · 2 months
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Shokz OpenFit Air - TDP Review
The Shokz OpenFit Air enters the market as a complementary model to the original OpenFit, retailing at a more affordable price of $199 AUD. Unlike many sponsored reviews, this assessment is entirely unbiased, ensuring an honest and thorough evaluation. Open-ear technology, which has seen a surge in popularity over the past 18 months, offers a unique listening experience by using mini speakers…
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unityrain24 · 8 months
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me when i decide to learn a cruel angels thesis by ear and play it by memory (as a duet) instead of actually working on practicing my actual songs or composing my actual composition:
ok but in all honesty this recording is pretty embarrassing bc the timing is off. i was playing it on an actual piano but recording each of the four hands separately but i wasn't able to use a metronome bc the recording would pick it up so the different hands don't match up with the beat. which is. so embarrassing. i promise when i'm actually just playing piano i can't play it normally
also please understand this is not like a serious thing. this was just figure or the melody figure out the chord progression then fill it in with simple arpeggios/inversions/etc. my actual piano level is much higher than that. and when i finish an actual piece i'm serious about it's much more practiced and the dynamics/expression/etc (and timing lol) is much better. this was just a silly little thing
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giriduck · 2 years
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This potential Ganon dub is real bad. I hope it’s placeholder audio for this trailer.
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staryarn · 2 years
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@submanuts bocchi library of ruina (real)
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ariyan24 · 1 year
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Native Instruments – Factory Library 2 Download
Native Instruments Factory Library 2 is a remarkable and indispensable addition to the arsenal of music producers, sound designers, and musicians worldwide. This downloadable treasure trove of sonic excellence builds upon the legacy of its predecessor, offering an extensive collection of meticulously crafted sounds and instruments that serve as a boundless source of creative inspiration.
At its core, Factory Library 2 is a sonic playground, boasting a vast array of instruments, synthesizers, effects, and samples that cater to a diverse spectrum of musical genres and styles. Whether you're crafting electronic beats, exploring cinematic soundscapes, or diving into the realms of EDM, hip-hop, or orchestral composition, this library has you covered.
What sets Factory Library 2 apart is its commitment to sonic fidelity and innovation. It leverages cutting-edge sampling and synthesis techniques, resulting in lifelike, organic sounds that are both expressive and customizable. The intuitive user interface ensures that even novices can easily navigate and manipulate these sounds to suit their creative visions. https://extraplugins.com/product/native-instruments-factory-library-2-kontakt/
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krazetv · 1 year
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STACCATO by Artistry Audio - Preset Playthrough | Synths in Motion
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wavmonopoly · 2 years
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There are many newcomer artists around the world who dreamt of getting sounds like their favorite artists. Wav Monopoly is the platform started with the thought of helping artists in achieving music industry standards. We are providing vocal presets and music solutions for all recording artists wanting to achieve professional quality records from the comfort of a home recording studio. Visit - https://wavmonopoly.com/
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twilit-tragedy · 2 years
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I hope God of War wins on the accessibility category. The effort they put into it should inspire all other studios.
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techdriveplay · 4 months
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Steelseries Unveils 100+ Game-specific Audio Profiles With New Arctis Nova 5 & Companion App
From the creator of the groundbreaking Arctis Nova line of headsets, SteelSeries, the original esports brand that fuses gaming and culture and worldwide leader in gaming and esports peripherals, today expands the Arctics Nova family with the introduction of the Arctis Nova 5 series headsets and Nova 5 Companion App. For the newest member of the award-winning Arctis Nova line of headsets, the…
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justabirdy · 4 months
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The Bird Feeder Livestream is interactive now!
You can now move the camera through set presets and even pull up the Merlin App to help you identify the birds you might be seeing!
CHAT CAMERA CONTROLS: This stream can be interactive! By typing the following commands, you can adjust where the camera is focused. These features only work during the daytime currently and they do have about a 25 second delay.
Camera Controls: Zoom to the left bird feeder: !zleft Zoom to the right bird feeder: !zright Zoom Out: !zout
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AUDIO IDENTIFICATION: This stream uses the app Merlin to analyze bird calls at the feeder to help with identification. Typing the chat command below will activate the app and allow you to see a list of possible birds it is hearing. Audio from the mic will also be live on the stream. This feature is not always correct but it is helpful! Again the command has about a 25 second delay from entering it to the point of it appearing on screen.
Audio Controls: Begin 2 minutes of Audio Analysis: !whatbird
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Check it out at the link below! And if you want to see even more updates, please consider supporting or following me on my Ko-fi, the birdseed isn't too expensive, but I would love to offset the cost and even do more upgrades in the future!
Birdy's Ko-FI
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pukicho · 2 years
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So puki you make music, whats your setup like? Audio interface, software, etc etc. Askin cuz I wanna get into the scene
Well I wanna preface this with a few things!! I have spent 90% of my money on music stuff! I love it and have spent like 13 years acquiring this shit, but here is my studio from like 6 months ago
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A FEW THINGS HAVE CHANGED SINCE THIS! I no longer have the Pro 3 and swapped it for… nothing! I just sold it, also I cleaned up those cables.
To keep it simple, I have an Apollo x8 audio interface, its the best sounding interface I’ve ever owned, all my synths go into the Apollo, I don’t have a mixer but I 100% need one, I have so many little synths not in use as a result of my lack of inputs!! I have an 8 channel midi host hidden behind some shit, and that really fucking helps. For the love of god don’t use USB midi for big synth setups like mine, it sucks. It pays to learn MIDI shit.
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My current synth tower includes the Moog Matriarch, Udo Super 6 and the prophet 6 - under the desk is my OB6! I also own a few doodads like the elektron octatrak mk2, the eowave quadrantid swarm and the 0-coast - I use Adam A77x speakers and some nice headphones!
This is all stupid overkill and not necessary to make good music, I am just a whore, and I have lofty plans and projects! All u need is a focusrite (or a UA volt preferably, sounds better) a good vst like serum or vital (free serum but less presets and worse effects) and some samples u can get from splice or some shit - and maybe a nice MIDI controller - as for daws I suggest FL since its great for learning, or ableton if you plan on going ham with beat making, logic is also a beast for apple users. Most importantly, have fun and don’t be a dick. Also if u think ur music is good 2 years in, it probably isn’t, always something to learn. Byebye
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felassan · 1 month
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Dragon Age: The Veilguard settings details - Display and Graphics
This post is under a cut due to length.
This information comes directly from the game.
DA:TV menu 'pages': Display, Graphics, Audio, Controls, Gameplay, Interface, Accessibility, Other.
For some of the settings, additional detail on a specific one (the one that was selected at that particular point during the video, e.g. "Window Mode" was set to "Full Screen") is given after the general explanation/definition of the setting itself. These are in italics at the end of an entry.
DISPLAY
Display Mode
Active Monitor: Select the monitor for game display. Window Mode: Switches between full screen, windowed, and borderless windowed modes. You can press ALT+ENTER at any time to switch between full screen and windowed modes. In full screen mode, the game will play on the entire screen. Screen Resolution: Changes the game's display resolution. The game's level of on-screen detail is determined by the number of pixels it contains. Higher resolution increases the number of pixels displayed, which will result in a clearer image. This comes with a potential cost to performance. Refresh Rate: Sets how often your display will refresh game visuals. A higher refresh rate means a smoother picture, depending on your computer's hardware. Frame Rate Limit: Sets the maximum framerate for the game. VSync: Synchronizes the game's framerate with the display's refresh rate to prevent screen tearing.
Calibration
Brightness: Adjusts the intensity of the game's visuals. Makes all visuals lighter or darker. Contrast: Adjusting the contrast will change the difference in color and light between the brightest and darkest parts of the screen. Enable HDR: HDR (High Dynamic Range) mode provides enhanced color and contrast ranges. This option can only be enabled on supported displays. HDR must also be enabled in your operating system. Use the HDR Calibration option below to adjust. HDR Calibration: Launches the HDR calibration tool which adjusts the HDR settings to best match your display. The maximum brightness level should generally be adjusted to match what your HDR display will support. Measured in nits. This is only available when Enable HDR is turned on.
Upscaling
Unsample Method: Improve performance and visuals by rendering the game at a smaller resolution, then "upsampling" to a larger resolution for display. The pixels that make up the difference between the two resolutions are generated using advanced algorithms. Unsample Quality: Select the desired quality level for the upsampling method selected. DLSS Frame Generation: DLSS Frame Generation can generate additional frames that boost your overall frame rate. In order to use Frame Generation, you must have an NVIDIA RTX 40-series graphics card. NVIDIA Reflex: NVIDIA Reflex is a technology that helps reduce input latency while playing the game. In order to take advantage of NVIDIA Reflex's feature, you must have a supported NVIDIA graphics card. Anti-Aliasing: Anti-Aliasing smooths out pixels along the edge of objects that can look sharp or jagged in certain situations. Temporal Anti-Aliasing (TAA) uses information from current and past frames to address aliasing issues. The high setting uses a large range of frames and will result in a higher quality anti-aliasing effect, but with a higher performance cost.
Resolution Scaling
Render Scale: Controls the resolution the game is rendered at relative to your display resolution. Settings below 100% may decrease visual fidelity, but can improve performance. Settings above 100% may increase visual fidelity, but can negatively impact performance. Dynamic Resolution Scaling: Automatically lowers the game's resolution in real-time to maintain the target frame rate. Target Frames Per Second: Determines the target frame rate for dynamic resolution scaling. Minimum Resolution Scale: Determines how low the resolution can be scaled when Dynamic Resolution Scaling is active.
GRAPHICS
Graphics Preset
Graphics Preset: Graphics presets are predefined configurations that simultaneously adjust multiple graphics settings to achieve a balance between visuals and performance. Restart required for setting change. Maximizes visual fidelity by setting most graphics options to their highest values. Recommended for the Ultra hardware specification tier.
Textures
Texture Quality: Selects the level of detail and resolution for textures applied to objects in the game. Higher settings will result in more detailed textures, potentially at the cost of performance. Restart required for setting change. CPU - Moderate. GPU - Moderate. VRAM - Major. Texture Filtering: Adjusts the appearance of textures at varied angles and distances. Higher settings will increase texture quality, though potentially at the cost of performance. CPU - Minor. GPU - Moderate. VRAM - Minor.
Light and Shadow
Lighting Quality: Adjusts the appearance of shadows, reflections, and light-scattering. Higher settings increase the visual fidelity of light effects. CPU - Minor. GPU - Moderate. VRAM - Major. Contact Shadow: Contact Shadows improves the appearance of shadows when objects are close to one another. It fills gaps between objects and shadows that can occur with static lighting. CPU - Minor. GPU - Moderate. VRAM - Minor. Ambient Occlusion: Ambient Occlusion is a technique to simulate soft shadows where objects are close together or where surfaces meet. This makes the scene look more realistic. Disabled when Ray-traced Ambient Occlusion is enabled. CPU - Minor. GPU - Major. VRAM - Minor. Disables Ambient Occlusion. This potentially increases performance at the cost of visual fidelity. Screen Space Reflections: Screen Space Reflections simulate reflections of objects and light on visible surfaces. Enabling this will result in high-quality reflections. Disabled when Ray-traced Reflections are enabled. CPU - Minor. GPU - Moderate. VRAM - Moderate. Volumetric Lighting: Adjusts the appearance of volumetric lighting effects. This simulates how light interacts with atmospheric elements like fog, smoke, dust, and clouds. Higher settings increase the quality of these types of elements. CPU - Minor. GPU - Moderate. VRAM - Minor. Sky Quality: Adjusts the appearance of the sky, clouds, and celestial bodies like the sun and moon. CPU - Minor. GPU - Moderate. VRAM - Minor.
Ray Tracing
Ray-traced Reflections: Enables the use of Ray-Tracing to simulate realistic reflections of objects and light on reflective surfaces. This is a more advanced technique and requires specialized Ray Tracing compatible hardware. CPU - Major. GPU - Major. VRAM - Moderate. In selective mode, the game will only enable Ray-traced Reflections in specific areas that can best take advantage of the feature. Ray-traced Ambient Occlusion: Enables the use of Ray Tracing to simulate soft shadows where objects are close together or where surfaces meet. This makes the scene look more realistic. This is a more advanced technique and requires specialized Ray Tracing compatible hardware. CPU - Major. GPU - Major. VRAM - Moderate. Ray-Traced Ambient Occlusion is always on. Ultra Ray Tracing: Enables the highest level of ray tracing effects, which provide better quality visuals at the cost of performance. This setting is available on the Ultra and Custom graphics presets and is only recommended for high-end graphics cards.
Geometry
Level Of Detail: Adjusts the distance at which objects are visible and the level of detail as they get father away from the camera. Higher settings increase the visual quality of objects at distance. Restart required for setting change. CPU - Major. GPU - Major. VRAM - Moderate. Strand Hair: Strand hair simulates the appearance and movement of individual strands of hair. Enabling this will result in more realistic and natural-looking hair. CPU - Major. GPU - Major. VRAM - Moderate. Terrain Quality: Terrain is the natural landscape and ground surfaces. Higher settings will increase the detail and overall quality. CPU - Moderate. GPU - Major. VRAM - Moderate. Terrain Decoration Quality: Adjusts the appearance and detail of terrain elements like rocks, vegetation, and other environmental objects. Higher settings will increase the quality and density of the terrain elements. CPU - Moderate. GPU - Major. VRAM - Moderate. Visual Effects Quality: Adjusts the quality and detail of visual effects throughout the game. This includes particle effects, decals, and screen effects. Higher settings will result in higher quality effects. CPU - Minor. GPU - Moderate. VRAM - Moderate.
Camera Effects
Depth of Field: The Depth of Field effect causes some elements of the scene to be in focus, and others to be out of focus. This effect is generally only used in cutscenes and conversations. CPU - Minor. GPU - Minor. VRAM - Minor. Depth of Field is only enabled in cinematic sequences. Vignette: The vignette creates a subtle darkening of the image towards the edges of the screen during cinematics and gameplay. This is generally used to enhance the atmosphere of scenes. CPU - Minor. GPU - Minor. VRAM - Minor. Motion Blur: Motion Blur slightly blurs fast-moving objects. This helps make motion appear smoother and more natural. CPU - Minor. GPU - Minor. VRAM - Minor. Post Processing Quality: Adjusts the overall quality of the post process effects above like depth of field, bloom and motion blur. Higher settings will result in higher quality effects. CPU - Minor. GPU - Moderate. VRAM - Minor. Field of View: Adjusts the field of view, which changes how much of the game world is visible during gameplay. A higher field of view allows you to see more of the game world. CPU - Major. GPU - Major. VRAM - Moderate.
[source]
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faeiri-tft · 11 months
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PLEASE do the toontown online rant i want it so badly
this post kinda got away from me, and by "got away from me" i mean this 3000 word toontown rant is Part One. there will be a Part Two to this later in which i actually talk about the fanservers i wanted to talk about. anyway let's go
toontown online (tto) was a children's mostly-turn-based subscription MMO released in 2003. after a few years of obviously being on life support, disney gave a one-month notice that tto (and several other games) would be closing on september 19th, 2013. on the same day the game closed, the fan-run server toontown rewritten (ttr) was announced (with multiple other fanservers/fangames/reimaginings being established since), and is a few months away from outliving the original game
see, one thing about tto that allowed fanservers to crop up so quickly and easily was that it had, um, interesting choices. very interesting choices. like, "kids could use a code injector to turn their backyards into giant mashed-together nightmarescapes"-level choices
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(loose video description: a rabbit toon running around a chaotic mismash of rooms, obstacles, and npcs that Should Not Be There. audio caption: Evanescence's "Bring Me To Life".)
but ok let's talk about the actual game first.
toontown online (tto)
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the game starts with you creating your player character - you can pick from eventually-9 species, a couple body types, and 2 dozen preset colors. the gender code is a spaghetti nightmare but you won't learn this until the fanservers come about so don't worry about it. you're then taken to the Toontorial, which explains maybe 20% of the game's mechanics before setting you loose into the main game
the toontorial also gives you the basic "plot", such as it is: Toontown is suddenly* under attack by a bunch of boring businessrobots called the Cogs. their goal is to turn toontown into a dreary gray featureless corporate hell; their business activities are so boring that they're physically painful to be around. luckily, they can't take a joke, so the toons have figured out how to defeat them: by playing pranks on them until they laugh so hard they Explode
*originally, the game installer had a little animation giving a backstory for the Cogs' creation. this was never referenced in game, removed pretty quickly, and i think even the devs kinda forgot it existed
that's...pretty much the whole story! in that context, your toon progresses through all of toontown, helping some mostly-pretty-interchangeable shopkeepers, reclaiming buildings from the cogs, eating ice cream, etc. occasionally, the cogs would Come Up With New Tricks (read: major content update) and the toons would Find A Way To Fight Back (read: same major content update). that was the closest thing to Plot, unless you count "the devs scheduled a bunch of invasions of high-tier cogs right before the game's closure". but...i doubt most the kids really expected a Plot. mickey mouse was there
the gameplay:
the Free Account
there were two...pretty different approaches to playing toontown online. when the game launched, there was a 3-day free trial to the entire game, after which you got kicked entirely until you subscribed. at some point, this was changed so that the first area, Toontown Central (TTC), was Always Free - you could do all of that area's quests/"taskline" and limited activities, indefinitely, and in theory this would make you beg your parents for the rest of the game
i have no idea if this actually got more subscriptions or not. from what i can tell it just spawned more warrior cats
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(source)
there were. a Lot of warrior cats. there were some other social activities, too, such as Fashion Shows (with your limited range of clothes) and Begging Subscribed Players To Summon Cog Buildings To TTC and Getting Chat Banned. ...however, as one of the subscription kids i didn't really interact with this side of the game, so i'm not the best person to talk about it
2. the Paid Account
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mmm look at those crisp clear graphics. hell yes
a subscription account gave you access to this whole map, along with all these areas' tasklines. to progress through the game, you must complete a variety of "ToonTasks" for the Toon Resistance (it's called that. their catchphrase is "Toons of the World, Unite!". you were giving disney money for this). these reward you by increasing your max health (your "Laff Points"), slowly unlocking more combat options, and sending you to different, higher-difficulty areas of toontown
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some of these tasks were...longer than others. generally, though, they all boiled down to: "just go fight some cogs"
combat:
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(source)
toontown battles are turn-based: the players use their attacks ("gags") first, and then any surviving cogs attack you with, usually, office equipment and puns thereof (unless the cog is e.g. a Loan Shark, in which case they can just fucking bite you). if you defeat a cog, it explodes; if the cog defeats you, you "go sad" and are sent back to the safety of the playground, lose your gag inventory, and can't leave until you heal.
early on, most your battles are 1v1, but later on almost everything is a multiplayer 4-ish-v-4.
an...interesting feature here in the game's early days was that you could only Type Your Own Words to someone who shared their "friend code" with you IRL. otherwise, you had to use this thing:
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(source)
you had a set list of phrases you could string together, which generally covered most the things you wanted to say. but it could get frustrating when you wanted to have a real conversation with your toontown friends! so...as the source above mentions, people obviously found ways around the system. turns out that if you let players move objects around their houses, they will use that to Draw Letters and pass their friend code along regardless
eventually - before the warrior cats, of course - disney presumably realized this system was pretty goofy (🥁) , so the game got a real chat, albeit one that functioned on a very strict whitelist. my favorite is that it didn't let you type numbers, however you could just say won too tree for hive etc. like. disney i really don't know what to tell you. anyway
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(isn't he charming)
cogs come in levels 1-12, with levels displayed above their heads, and as you'd expect their damage output and HP increase with their level. however, the game doesn't...actually show you cog HP? instead they have a little colored light on their chest that fades from green to red until they explode. you see numbers on all the damage you do, and you see your own HP/laff, but never the cogs'. also lategame cogs are Too Tall For You To See Their Level once they line up for battle (which isn't actually that bad but it's funny). there's a formula for HP per level, but it's never mentioned in-game. i guess someone can teach it to you but then you have to watch them type "a level tin cog has won tree too health" and is that really worth it
(as you can tell i just…don't get this. "my kid is practicing arithmetic with toontown!" - marketing angle expressly denied by god. the stealth edutainment was right there)
anyway! in theory, you have seven base combat options ("gag tracks"), which combine in a variety of ways:
toon-up, which restores your teammates' health;
trap, which does guaranteed high damage but only if someone uses lure;
lure, which stuns the cogs for a few turns and is the only way to make trap work
sound, which does low damage to every cog;
throw, which does medium-high-ish damage to one cog; multiple throws combined give percentage combo damage, and hitting a lured cog will also add percentage "knockback damage";
squirt, which is exactly like throw but less damage;
and drop, which does high damage but cannot hit lured cogs, and has low accuracy unless you hit the cog with something else first
each gag track has 6 levels, which you unlock by using that gag track a bunch. you can't carry as many of the high levels with you - i mean, putting one piano in your backpack makes perfect sense, but two is just silly, right
a few years into the game's lifespan, level 7s were added - these were huge AOE that you could regain with every 500 track EXP. there was also something called "organic gags" to promote the please-log-in-every-day gardening system
every player starts with throw and squirt, and throughout the game you slowly unlock four more gag tracks. your choices are permanent: once you have your six tracks, you're locked out of the seventh forever.
in theory, all of this opens up a huge variety of combat options!
in practice, the battle strategy looks something like this:
use sound
as mentioned, almost all of lategame will be 4v4 battles, which means sound will almost always outdamage everything on earth. you don't even need four foghorns (the highest normal sound gag) to break 200 AOE damage, and the highest health a cog EVER has is 200*. and two of the boss battles can reward you with gag restocks and heals that you can use mid-battle with no consequences (other than having to grind for those rewards a bunch). and failing THAT, you can just...ration your foghorns and take 2 turns to clear a set of cogs, interspersed with healing.
(*okay there was something called "v2.0 cogs" but they were...strange, and we just used sound anyway)
sure, once level 7s were added you could use those occasionally. and you could fall back on lure+throw if you didn't want to use your sound restocks. but even then, for most of tto's existence there was something called the "knockback bug" which. well. just look at it
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(link for transcript. it's tvtropes sorry)
if you are a target-audience eight-year-old this translates to "lure + throw will only do enough damage if the cogs Feel like it." like it's really just insult to injury at this point. this was the result of One misplaced variable and was not fixed until the game closed
in the tto era, if you didn't have sound, you were kinda doomed to be kicked out of every fight forever
(bonus fun fact: there were Four entire battle themes and they were 40-second midi loops. let me out)
the bosses:
each of the four cog departments has a Boss Cog. to face off against them, you have to assemble a cog disguise and collect enough merits/stock options/whatever to be allowed into the boss's office.
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(pictured: your convincing disguise)
when you enter, your disguise pops off due to Reasons, and you have to fight through...a bunch of waves of normal cogs. it's basically a really long normal battle. once the minions are dealt with, you have to, inexplicably, do a live-action battle against the boss themself:
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(loose video description: four toons defeating the CFO by using magnet cranes to hit him in the face with safes for 32 seconds.)
the live-action rounds aren't supposed to go this quickly, but it's still...kinda strange? certain reoccurring game areas require Parkour, but there are no battles like this outside of the Four bosses. the CFO's room is the only place you see these cranes and they have A Lot Going On. the other 3 bosses have their own unique weird mechanics. before the first boss was added we neither had nor needed the ability to Jump. it's just weird
once you've defeated the boss, you're given a reward of varying usefulness (the best/most unbalanced reward type is Unites, which are a free heal or gag restock you can do inside or outside of battle. essentially lategame toons can simply choose not to die. riv2u etc.)
and, um. then you get some more merits/stock options/whatever and do it again. and again. and again. and again. and agai
the grind:
so the thing is that tto was a subscription mmo. every addition to the game had to be measured, above all, in terms of "how can we best get kids to beg their parents to give us money." this especially shows in the suit grind:
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(source/source)
you have to defeat each boss 78 times in order to get all their laff points - and as you proceed, you have to defeat an increasing amount of cogs to even be allowed into the boss (although once you max you get in for free).
by far the easiest way is to run through the designated HQ facilities - basically, cog fights interspersed with some platforming or minigames. you only collect your merits/whatever at the Very End of the facility. the only way to increase what a facility gives you is if your last battle ends during an "invasion" - a timed period where One Specific Cog replaces all street cogs, usually summoned with boss rewards.
the sellbot HQ grind isn't so bad. bossbot HQ - the endest-game HQ - frequently requires you to do an hour-long facility and on six separate occasions you have to do seven of them. if the invasion ends before your final battle, you have to sit around until someone summons another. if you lose your internet connection because it's 2008, or if your parents make you come to dinner, or if hacking or the game's general bugginess cause a server reset because you're probably in the busiest district for the invasion bonus, you have spent that Entire Hour On Nothing. the CEO (bossbot cog boss) probably also takes an hour because you and your fellow players are 10
this shit, combined with laff points locked behind gardening (time-gated), racing and golfing (multiplayer minigames with absurd requirements), and fishing (RNG-based with some fish being absurdly rare. i watched my mom fish for one every day for a month), meant that maxing a toon took Years, if you managed it ever.
it wasn't, um. it wasn't good
ok so what else is wrong with this game:
i had "aged out of the game" (lol) by the early '10s, so i'm not the best person to do a writeup of the hacking/scripting situation of those days. that said, what i'm going to do is give you a few examples, and i want you to just...look at them
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(source)
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(source). early '10s youtube was funny i'm trying to decide if i miss it
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(source). fun thing to note here is that other players had collision, so a swarm of t-posing toons could just barricade the gag shop if they wanted to
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(video description: toon who has Replaced His Head Model With An Anime Logo throwing thousands of jellybeans at everyone) (cw mild flashing just in case? and also the feather headband accessory)
i should note that the Bring Me To Life vid i started with was client-side, meaning only the player could see their technicolor hellscape. this guy's face was server-side. i do Not Think you should be able to do that
youtube
(video description: a player demonstrating use of a bot to get into the nutty river district, followed by other players using it to go to different game areas)
the above video was posted on august 17th, 2013. if you don't want to watch an Unregistered Hypercam 3 recording at about 5 frames per second, what's going on here is:
the player goes to a specific location and says a specific speedchat phrase.
a bot toon teleports to their location and provides some prompts on how to use it
the player tells the bot, via speedchat, to teleport to the (currently closed from the outside) busiest district so the player can follow
these "taxi toons" were server-sided, persisted across server resets, were made by a future fanserver dev, had younger kids referring to them as a "glitch" as if this were something that could Accidentally Happen, and stayed functional until the game closed
like...a lot of the "hacking" was just baby's first script download. this one - afaict also created by the laughing man head guy - is like...the fact that after years of no substantial game updates, someone effectively programmed their own "QOL feature" (note: not actually good for the poor mid-00s server being turned into a clown car) into a silly disney MMO and it just fucking sat there for a year is just. it's just.
i don't know what this is. this is not Playing The Game Toontown Online. this is nothing. this is everything. there are comments from 2013 on some of these videos saying stuff like "hackers killed toontown", but your game cannot have this happen if it is not already dying
and, like...it was. i'm not sure how many moderators there were by this point, but at the very end of tto, the number of active devs was One. the original devteam recently brought this up at the 20th anniversary celebration: devs just...slowly started getting pulled from the game, one at a time. there were a few updates after bossbot HQ - Field Offices, which i've basically never heard anything good about in their tto form ever; the Silly Meter, a yearly event...thing whose main function was to add unskippable dancing-inanimate-object cutscenes to your street battles; Parties, which...yknow parties were okay actually. i accept parties. but they weren't exactly a Major Game Update like the ones that had come before. in 2011 we gained the ability to Wear Hats. in 2012 the test server got some actual QOL updates that never made it to the main game; the final test server update was some maintenance in february, and then nothing for 18 months. disney was not providing enough resources to address the scripting because disney was not providing enough resources to address toontown. imagine being the last dev standing on an MMO that was older than some of its players, was losing its business model to mobile gaming, and spent most of its life falling apart at the seams. just imagine it, for a second
it couldn't have kept going, not like this.
on august 20, 2013, the closing announcement came: we had a month left of toontown online. the test server shut immediately; subscription refunds went out, and the game became actually F2P for the month; the part of the announcement that went like "we're shifting our focus to other games!" made a bunch of twelve-year-olds hate club penguin as if club penguin wouldn't also close in a few years; all the holiday events went off at once; and...
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there wasn't a "thanks for playing!" popup. everyone online just got kicked, all at once. it was finally over
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hey wait.
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just in class, being completely normal when my professor clicks to the next slide in her presetation and
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wait a damn minute.
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THE CAST OF THE 2009 NBC SITCOM COMMUNITY??? what are they doing in the middle of a presentation about culturally responsible music pedagogy 🤨🤨🤨
(read like that one neil gaiman falafel tiktok audio)
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thumpypuppy · 2 months
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oo! your last ask was really interesting! do you have anything to say on the relation between the various Loop related tracks?
it’s very cool that you’re talking about your music in such a way, thank you for engaging with this community!
So Loop's theme is just kinda silly weird mysterious. There's a chromatic walkup at the beginning of the melody because weird and silly.
Loop's hangout is one of the few tracks written by Alice Liston, who is no longer with the studio, but she's an incredibly talented composer who took a lot of the fundamental aspects of the original song and turned it into something dreamy, which I emphasized with some unique instrumentation.
Spoilers ahead:
The Loop fight is yet another one of my MEGA BATTLE compositions where I go ham because it's a fight song and I have to do way too much.
We start with that chromatic walk up in our classic title theme synth and immediately launch into Sandra's intense drums backed with Spitfire Audio's Albion ONE strings to fill out some space.
There are a couple of wild synth solos here written again by Alice Liston, and the drums move into a standard time with a staggered syncopation before jumping back into double time on the riff. Toward the end we build into a kind of combination prog rock EDM drop, and then…
Lo-fi! We take everything down here to a more sonically simplified version using some synth guitar designed in MASSIVE, a couple of simple wave forms, and some bit-crushed drums. We also introduce a new simple counter-melody here with a fairly straightforward motif we repeat while the exact notes change depending on the chord. We're still riffing on Loop's theme at this point, but we're adding some more context.
(Side-note: If you're interested in emulating vintage consoles of a particular era, one of the most important things to look up is the system's sample rate and bit depth! I'm 37 so "vintage" in this case is like… Commodore 64, NES, SNES, PS1, Sega Genesis, Neo-Geo, etc. It's also important to look up for something like the N64 where a lot of the sound design came from, like a lot of DX7 presets.)
Now with a powerful fill from the live kit we come back to our normal instrumentation, restating our previous section. Toward the end of this section we slowly build in our strings ramping up to a half-time breakdown that will lead into a totally new part.
The strings build intensity while also taking the responsibility of playing our main Loop melody, and we throw in a Dormont-style counter-melody to add to a sense of nostalgia as we ramp up our heart-string tugging.
Next, we bring in lead guitar-style synth to double our Loop melody that's playing in the strings to add an extra helping of epicness because come on, an electric guitar playing over the soprano part of a string section is like pique epic/dramatic.
Meanwhile the drums are still going in half-time to give it a breakdown feel (especially leaning on that china cymbal to give it a classic death metal breakdown feel), but at this point we're starting to get more embellishments and double kicks to make use of the space left to build further intensity until we hit that 80s metal crash mute and pause for emphasis, and then tom roll into our next section.
With the break into a new section we're saying NO MORE! We're getting serious now! We have a lovely riff written by Sadie Greyduck, which has a really uncomfortable and tense progression built into it that's emphasized by the strings that have moved to the very high soprano range to keep tension.
Then on our next repeat we jump into yet another solo! This one was partially written by Alice Liston, but ultimately I ended up fitting it into context and completing it. One thing you'll notice here is that there are a lot of passing tones and chromatic walk-ups to emphasize the Loop-ness of the situation.
Now we're jumping into yet another me(n)tal breakdown! This is more riffing on the Loop melody, but then we hear that brass section jump in! We're moving forward and doing a little more light riffing while the rest of the band takes us home in a slightly stronger and more triumphant fashion.
Finally we pick up the pace and we're back to our old classic, the title theme, but it's add odds with the context it exists in and starts to move in a spacier direction, eventually morphing back into Loop's theme.
For the album version we put a cap on it with a piano restatement of the beginning of the song!
(Also I finally looked it up and the other piano I used besides Spitfire Labs "Soft Piano" is Native Instruments "The Gentleman".)
Honestly I love fight/boss themes so much and they're always so fun to work on because I can go ham and the people I work with can do some of their more extreme work, plus it's always an excuse for Sandra to go nuts on the drums.
Thank you so much for sending in your ask! We're always so happy to get these and to hear how much our work has affected so many people! 🐶💙
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ariyan24 · 1 year
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