Drum and Bass
Interval
Noisysundae (movie : Noisysundae)
LastUpdate : 2022/12/12 15:24
Music information
Movie
Download
Latest Edit: 2022/11/22
OGG (111704 KB)
https://drive.google.com/file/d/1uLG4xIOdJxfIo-A6CfruUaKX1w3BWnhO
WAV (272263 KB)
https://drive.google.com/file/d/1q7PNUsnVquHv_LS62iGoBJzhgfdu9_Bt
Append / Resources (Full Resolution 60 FPS BGAs, BMH, Title Vector Logo, etc.)
https://drive.google.com/drive/folders/1nT4bxGw_uFdwXsgLHe2_WXQVPcVzJ_LN
試聴
コメント
(2022年11月22日 02:06 更新)
• Less aggressive #SCROLL commands in ALT charts (-50% for the scroll speed values above 1, +33% for the ones below.).
--- Important Note About Chart (Fumen / Pattern) Updates ---
If you have previously downloaded this entry's BMS pack before the "Latest Edit Date" specified in the Download section, please re-download and apply your local BMS folder once again. It may contain changes that modify the previously released charts, thus counts into different scoreboards even if there is no change regarding playable objects. Thank you for your time.
--- Older Changes ---
2022/10/27
• Removed #PREVIEW command since the preview audio is not playing in Beatoraja. Now, it should (tested).
• Took the liberty of cutting down the keysound gain by 3 dB from the 2022/10/23 change.
- - • My audio driver's limiter was constantly working during gameplay. That's how I knew I overdid it.
• "keysound_list.md" and "credits.md" are updated, and now included into the BMS packs.
• Added Beatoraja to the list of tools used 【制作環境】.
2022/10/23
• Fixed preview audio files.
• Final BMS packs optimization
- - • Fade out most unnecessarily long sound files (e.g. piano with delay effect).
- - • Global +6 dB gain, so the track is as loud as other entries.
- - • Reformatted + unified BMS commands (edited using Visual Studio Code instead of iBMSC).
• The alternate keysound pack with original loudness and length will be available in the Append / Resources Download link at the end of the impression period.
2022/10/20: Added BGA Artist (so that in the main BMS list, it is clear that this entry contains a BGA).
2022/10/16
• Renamed base charts into "interval.bme.base" so it does not show in BMS players.
• Added latest update date in the download section, for clarity and easier tracking in download list page. Also reorganized the Charts Info below.
2022/10/14
• Added alternate charts (7K, SP NORMAL ALT / SP ANOTHER ALT).
- - • A BMS player with #SCROLL compatibility are recommended for these.
- - • The scratches in the alternate SP ANOTHER chart is designed for BMS controllers.
• Added subtle drop shadow on the BGA overlays.
• Sliced BGA into separate files, so the credits overlay in section C can be properly switched between charts.
• Added a new set of banners (Assigned per chart).
• (In 'Append / Resources' URL) Released full resolution background artwork variants used in the new banners.
• Less aggressive dynamic range compression on preview audio files.
• Added explanation on the concept and customization in the comment, as well as polishing it.
• Removed auto-translated Japanese comment, I'm sure it was useless anyway.
2022/10/08
• Re-encode HD BGAs.
• Included HD version of the BGA (16:9, 30 FPS, MP4).
• Manually written in-comment change log.
• Lowered piano sound volume in section C and D.
2022/10/02
• Fixed #WAV mapping for the OGG zip, and sph's #TOTAL.
• Edited comment.
--- Charts Info ---
Original Charts (Obj: TETZn)
[SP BEGINNER] ☆ 2
[SP NORMAL] ☆ 5
[SP HYPER] ☆ 10
[SP ANOTHER] ☆ 12
Added on 2022/10/14 (Obj: Noisysundae)
[SP NORMAL ALT] ☆ 5
[SP ANOTHER ALT] ☆ 11
--- (Actual) Comment ---
"Pleased to meet you. This is the first time I take part in a BOF contest (despite myself being a total noob at the game). Kudos to TETZn for BMS charts, and the early feedback on my alternate charts as well!
I was aiming to jump into the BOF contest scene since the end of BOFXVII, but before I realized, it was already August when I asked around for a team to join. At first, I came up with no idea whatsoever until a picture of a Newton's cradle suddenly popped up in my mind during one fateful shower session. That was one month before the submission end date, by the way. I managed to finish the music, its first version of key sounds (which sounded much worse than what they are now), and a new FL Studio template to go with, in a couple of weeks. Then, I spent another trying to perfect the key sounds and made an exclusive arrangement for future key sound export sessions. All of those left me with only one week left, and the BGA task to be done...Yes, everything that comes after the first section in the BGA, the usual preparation for music release on my end; They were all pulled off within a freaking week! The BGA would have been just a simple loop of a Newton's cradle going pendulum otherwise. Love you, caffeine.
Nevertheless, the main concept stays the same as what I first imagined it: Time, Phase, and Convergence. In the BGA, each center item represents at least one of those. I also aim for minimalism as well, with a little twist (Won't spoil it for you. Please watch the BGA if you haven't already.). The music itself makes use of syncopation and numerous generic melodies looping at irregular intervals. In the first section, there is a synth playing melody that loops every 7 beats, along with another looping every 6, for example.
This BMS entry is designed to be highly customizable. The only merged sounds are reverb effects and the only reversed piano note in the track (as audio files named 10-xx-xx). The rest is individually rendered with trailing delay effects, if any. In case of chords consisting of 3 notes or more, most of them are rendered into 2 audio files: One containing high notes and another containing lows (so you can easily make 2-note chords with them in a chart). This should explain the large zip file sizes. The base hidden chart is also provided in each BMS pack, and the full sound file list is available in the 'Append / Resources' download link above. If anyone wants to feature this track in other rhythm games, feel free to use all the resources provided in the links above. Feel free to reach out to me if you want something else related to Interval to be available in the shared resource.
Thank you for coming to my T*D talk. GLHF!"
— The Manager of Noisysundae
Team | spirit | ||
---|---|---|---|
BMS Artist | Noisysundae (movie : Noisysundae) URL | ||
Genre | Drum and Bass | Original・Self | |
Source | ----- | ----- | |
Title | Interval | ||
Size | 383965KB | BGA | BGA include・Self |
Level | ★x2〜★x12 | BPM | 176 |
TAG | 7Keys File-Append Audition-Sound Video-sharing Use-BGA Use-ogg Use-mpeg_movie Gimmick-LongNote |
DownLoadAddress |
Latest Edit: 2022/11/22 OGG (111704 KB) https://drive.google.com/file/d/1uLG4xIOdJxfIo-A6CfruUaKX1w3BWnhO WAV (272263 KB) https://drive.google.com/file/d/1q7PNUsnVquHv_LS62iGoBJzhgfdu9_Bt Append / Resources (Full Resolution 60 FPS BGAs, BMH, Title Vector Logo, etc.) https://drive.google.com/drive/folders/1nT4bxGw_uFdwXsgLHe2_WXQVPcVzJ_LN |
製作環境 | pBMSC |
||
Regist Time | 2022/10/02 17:45 | Last Update | 2022/12/12 15:24 |
Impression
Points
VOTE
VOTE
VOTE Points
Daniel Rotwind◆..f0IHKdBe.C 
(5rWQVIIKWarc0sGT06DE) 池田哲次 
(1tEY8QROQsE0iGPMb2JP) Seaborgium 
(QfAs9fxHCnEkqIje5UJP) Moca 
(MAOgVncY3lj3dMLBXsKR) xion 
(BHCdMtC8SFhqt.YpaAJP) yukitani 
(50Nz3mRoL04ZZxMp/IJP) Yuri 
(OZMdHBzIrgETupdtzsCN) 髭姫 
(IGEkEYrUpXc9xufXQkJP) VeetaCrush 
(FLMUJ9zagD1/CWeOj6CN) えーえいちぜろ 
(FztFulJ42muBV39sfwJP) Osta 
(Upg7i3fvNrlU9l.YZsKR) Tee.T 
(d2EwiLtCVD1Kuan/t2CN) lo-fi 
(LpWQ3WS7NQ1ZEE8AocCN) maayamase 
(kzKW2IP4AFsUGGHPEYUS) Rlyo 
(cQDulr0y6o/dOb6v.YKR) Short Impression



































Post Short Impression
Long Impression

Played 7K HYPER.
Chill and slick drum and bass that takes various different melodic turns. I think good throughout. I can hear and see the minimalism in the song and BGA without them ever actually sounding empty.
The final score will be "7 out of 10" (great).
This will use a stricter scoring system compared to previous years.
That's all for now.

Glad you brought up the minimalism. It was partly and admittedly because I was a bit late to this year's BOF party. :P
Layering is the bane of my existence, so I used other gimmicks to fill in the background sound. For example, subtle sweeping noise in the climax (section E).
On the BGA side of things, I'm not very good at post processing, hence barely any fancy effects within it.

音乐: 275/300
谱面: 275/300
演出: 185/200
新手友好度: 180/200
很有氛围感,辛苦了

ピアノの音色がカッコイイドラムンでした。
曲が進むにつれて段々と明るい雰囲気になっていくのが良い感じです。
SPA[ALT]をプレイ。
LNが特徴的で印象に残りました。
そこまで押しづらくはない配置ながらミスを誘う感じが面白いですね。
制作お疲れ様でした。

총 점수 : 1025점
제작 수고하셨습니다.
* 음악 ( 총 350점 )
상당히 느낌있는 곡이었습니다. 곡의 전개도 마음에 들었고 분위기도 좋았습니다. 다만, 하이라이트가 강렬했으면 좋았을 것 같습니다.
* 채보 ( 총 350점 )
* 채보의 개인적인 재미 ( 250점 )
* 채보가 최소 한 키에 2/3종류 이상 ( 50점 )
* 플레이 가능한 키 종류가 2/3종류 이상 ( X )
* 가장 낮은 레벨의 채보가 5 이하 ( 50점 )
플레이한 채보 : SPH
재미있게 플레이 했지만 일부 짧은 롱노트는 굳이 롱노트로 만들 필요가 없었을 것 같습니다.
* BGA (총 100점 )
BGA가 정말 마음에 들었습니다. 곡을 잘 나타내는 것 같습니다.
* BMS 구성 ( 총 150점 )
* 아이캐치 ( 25점 )
* 프리뷰 ( 25점 )
* BackBMP ( 25점 )
* 배너 ( 25점 )
* 리드미 파일 ( X )
* 빈 BMS 파일 ( 25점 )
* BGA를 제외한 용량이 100MB 이하 ( 25점 )
BMS 구성은 위의 파일들이 들어있고 BMS에 적용되어있을 경우에 주는 점수입니다. 가급적 위에 있는 것들이 모두 있는 것을 선호하기에 점수를 설정했습니다.
* 내 컬렉션에 넣고 싶은가? ( 75점 )
곡이 매우 마음에 들었습니다. 채보도 괜찮았습니다.

制作お疲れ様でした。

長所
- 曲の展開が独特です
短所
- 音階が合いません
製作お疲れ様でした。

Played Chart : SPH
곡의 전개 자체는 괜찮았으나 패턴에 사용한 키음의 볼륨이 너무 작아 연주감이 좋지 못한 점이 아쉽습니다.
제작 수고하셨습니다. (Thank you for your hard work.)

Thanks for your impression, too. One thing I would like to note, though, since you seem to only mention it: If the large sum of the score deduction comes from only the loudness, please reconsider your scoring rules regarding the music in the next BMS events. Thank you for hearing me out.
[TL;DR] Regarding loudness, there is actually a thing that has been going on for decades. It is called "loudness war".
To the fellow artists as well, I recommend looking into what I have written below.
It started from the corporates trying to force sound engineers to master their tracks louder than the rest in the radio, mostly by a combination of these methods.
- Overusing dynamic range compression: Simply put, it is making the quieter parts louder, and vice versa.
- Hard-clipping: This makes some tracks sound squashed and uncomfortable to listen to if overdone.
- Letting the peak samples go through 0 dB: Causes undesirable distortion most of the time.
Here is an example of how the methods above actually ruined it: https://youtu.be/6Nfqpr3ygSg?t=242
Along with countless number of tracks out there, some in this BOF:ET included. I am afraid to tell you that all these years, you were listening to the waveform looking like the bottom part of this image, instead of the top one: https://www.radioiloveit.com/wp-content/uploads/loudness-war-music-waveform-before-and-after-compression-01.jpg
One reason the loudness war happened is that many of those corporates think that the music track magically enhances itself by making it louder, but in most cases, it is to gain listener's attention when competing with another audio source (in an annoying way). You ask for a clear example on the latter? "YouTube Ads" VS the video itself.
Really, some of them can literally blow up someone's speakers. It should have been illegal.
The way the loudness should be controlled is supposed to be the listener's own volume knob. In my defense, "Interval" on YouTube is actually even quieter than in the BMS version (-16 dB on the loudest section, as opposed to, say, -12 to -10). However, as I have just suggested, try cranking up the volume. You will hear how clear my mix actually is.
Lastly, the loudness in my YouTube version matches that of the classic Beatmania tracks'. Listen to this in comparison: https://youtu.be/sQ8trfLyWu0
Really wish more rhythm games implement loudness equalization, though.

Forgot to mention a couple more things
- You might not be aware of them, but I have put in 2 more BMS charts (Alternate NORMAL / ANOTHER) a few days ago, along with other minor updates on the packs.
- If you are going to make a revised impression on this (either by sending a response here or editing your Google Sheets doc), it will be highly appreciated, and I am definitely looking forward to it.

SP NORMAL 플레이했습니다. 타격감이 좋은 것 같네요.
YouTube에 올라온 BGA를 보고서 이 분은 정말로 영상에 진심을 담으셨구나 하는 생각이 들더라고요. 안내 문구를 그렇게까지 멋지게 적어둔 영상은 별로 없을 거라 생각하거든요. BGA가 전체적으로 롱테이크로 진행되는데, 음악에 맞춰서 이렇게 하는 게 전혀 쉽지 않을거라고 생각합니다. BMS 파일에 있는 BGA는 YouTube에 올라온 것과 꽤 다르더라고요. 여러모로 정성이 느껴지는 작품이었습니다. 옥의 티라면 패터너를 '테츠n'이라 적었는데, 한글 글꼴이 살짝 어색한 느낌이 들었다는 것 정도입니다. 좋은 작품 감사합니다!

I read your impression through an automatic translator, so excuse me if there is any misunderstanding that stems from it.
I really appreciate your impression. However, I would like the scoring emphasis to be on the BMS charts the most as this contest is supposed to be about them. Either way, I am about to write a wall of text below!
Regarding the Korean font, I just grabbed what was available in After Effects for the name, then I showed the credit to TETZn and they are fine with it. Now for the BMS BGA and YouTube visualizer (as I usually call it) differences, that is the overlay template I have been using for 3 years. I did not use it for the BMS version for a couple of reasons; It obviously is not made exclusively for this entry (I prefer it to be 100% original), and the fact that it would have been obstructed by BMS players with full-screen BGA display anyway.
With that, aside from that of the BGA itself, the actual extra works put in there are the overlay in the BMS version, some minor camera position changes, and perhaps the composite layout (I made sure the main focus of each room stays in view in 4:3 aspect ratio.). The visualizer overlay is mostly driven by MIDI, while the rest is from a JSON file. It is an equal blend between art and dev.