2025-MAR-01 Info: Take part in our "Special Task Challenge" with SWC 091, where you have to create a song production based on a given 16-bar chord progression.

SONGWRITING COMPETITION - SWC089 January 2025 - Winners announced

Thematic Songwriting Competition - recurrence: monthly
J.Ruegg
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Location: Perú
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Re: SONGWRITING COMPETITION - SWC089 January 2025 - Submissions until 24-JAN-2025 23:59 UTC+1/CET

#31

Post by J.Ruegg »

Hi everyone, got some spare time last couple of days to make some music.



This time again I decided to approach things in a way that would make me explore some interesting ways to sound design, and to use some tools I don't use that often.

So, I limited myself to use just the 3 seconds white noise sample to generate everything.

My way of working was using first the noise sample directly in bitwig and apply some effects on it (specially keytracked filters + distortion). Or load it in Phaseplant's grain oscillator or Bitwig's sampler, from there I would get different kind of timbres using very short loops of the noise sample and non linear filters with lots of saturation, also, processing the white noise with comb filters and resonators produces some nice string sounds. After trial and error found some interesting sounds that worked melodically. Soothe worked well to tame a bit the harsh sounds.

Additionally passed the noise sample through many many layers of effects to filter it and distort in many rhythmic patterns (Infiltrator, EfxMotions, Tantra 2 & Shaperbox came in handy for that), getting some cool sounds that could be used as percussion loops.

For the "guitar" I used guitar rig on a short pluck sound.

Finally, I bounced some sounds to make edits to it (chops, maybe rearrange them, and reverse some), at first I didn't wanted to do anything like that as to keep it as close to the original sample as possible (meaning I didn't want to resample anything) but keeping it like this, it added extra detail here and there.

Samples used:
- "00 WAV tones - generated\white_-6dBFS_3s.wav"

DAW: Bitwig Studio 5.2.5

Effects used:
- NI Raum
- NI GuitarRig 6
- DS Tantra 2
- Soundtoys EffectRack
- Efx Motions
- Efx Fragments
- Filtershaper XL
- Shaperbox 3
- Infiltrator 2
- Fuse Compressor
- Multiband X6
- Kilohearts effects
- Fabfilter effects (compressor, eq, saturation, reverb)
- Valhalla reverbs
- Soothe 2 & Spiff
- Warmverb

Enjoy.
Vanilla Puff
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Re: SONGWRITING COMPETITION - SWC089 January 2025 - Submissions until 24-JAN-2025 23:59 UTC+1/CET

#32

Post by Vanilla Puff »

https://drive.google.com/file/d/1jUoSxP ... sp=sharing
-5.7dBTP; -14.5 LUFS

Very busy month. Love the idea of this months challenge, so had to make it.
Samples used:
waveform-01.wav
waveform-03.wav
white_-6dBFS_3s.wav
Swoosh Higher.wav
Snaps-Claps-Punch-Noise.wav
Galaxy-Kick.wav (->Edit, forgot this sample)

Wanted to make something that would go in a club half decently.
Hats were a real nuisance to make, took a lot of time and effort. Probably got 50 hats till managed to make it something similar to 909 or passible as a hat in general. Recorded a shout, since it was within rules of this challange.
Had a blast, neck is sore from :hyper: :hyper: :hyper:
Looking forward for feedbacks, even though I realize this genre is not for everybody.

An update, didn't have much time yesterday to expand on production.
I've created lots of percussive instruments through the years. Making hats was a new challenge, since samples are readily available and easy to manipulate to fit the track. As I haven't made them before from scratch this was an interesting journey.
After several failed attempts scouted Youtube and internet for a short while to leave with disappointment. Many examples sounded just like white noise, not an actual hat. Might make a video on that at some point for those interested to try it out.
Anyways, I began with making a reference hat from 909 that fits the track. After that, I loaded white_-6dBFS_3s.wav sample into Vital vst to shape ADSR and general filter to fit the timings and tone (still sounds like noise, but follows the general shape).
This is where fun part began. I looped reference hat and noise hat close, and looked at spectrogram in high detail, EQing strong and sharp peaks and valleys to match it as close as I could. Worked bottom up, apparently lots of impact information and tonality can live in a short transient even in 100-500 Hz range drastically changes overall sound that lives higher. Added some saturation to previously worked lower parts to match reference. Did the same thing for the rest of the spectrum. And this was a turning point, where at times it sounded like a hat, but not really.
After many hours of trial and error with frequency shifting, ring modulation and the whole kitchen sink that I threw on this hat, just couldn't make it sound believable enough.
Within couple days I created a perceivable linear response of high frequencies for my headphones, by sweeping a sinewave. The headphone correction that I did doesn't sound good at all, but it makes weird effect, where turning it on you can hear a horizontality in music, especially in high frequencies. It's hard to explain. Anyway, this gave me a microscope like zoom into high frequency domain, where I saw that previous attempts albeit being close, they were actually further off than I realized. Made an additional short hi-hat that was layered on top, following the logic that hat is struck and rings for a little while. This made a big change. As for weirdly EQ'd headphones, sculpted a better ringing sound with EQ, reverb and some compression (adding compression made it sound less compressed :nutter: ). Fun thing was that it sounded like I need to cut a lot of 8k Hz, but it didn't help. Cutting about 2k was reducing the harshness I was hearing higher up. And it translated to other devices nicely, so I'm keeping this EQ profile just in case I'll need more hats :smile:
Found out you get some plugins with DirectX 9 installation apparently. Used WavesReverb from that, it sounds awful on almost anything else, but gave a nice body towards 1k that it was lacking a bit. Definitely left satisfied with the result.
Last edited by Vanilla Puff on Sat Jan 25, 2025 16:58 CET, edited 1 time in total.
ThomC
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Re: SONGWRITING COMPETITION - SWC089 January 2025 - Submissions until 24-JAN-2025 23:59 UTC+1/CET

#33

Post by ThomC »

Hey everyone!

Here's my entry for this competition :

https://drive.google.com/file/d/1RnyDRu ... drive_link

Lyrics :
► Show Spoiler
Samples Used :
► Show Spoiler
Sampler VSTs used to play / tweak the samples :
► Show Spoiler
JeroenZuiderwijk
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Re: SONGWRITING COMPETITION - SWC089 January 2025 - Submissions until 24-JAN-2025 23:59 UTC+1/CET

#34

Post by JeroenZuiderwijk »

https://www.dropbox.com/scl/fi/njq3kxb9 ... x2qnz&dl=0

Ok, i am not expecting to win this contest with this entry....but...to be totaly honest, I also didn't think my w.i.p. made any chance and to be even more honest....I found that one boring a.f. So today I thought....why not upload my first idea....it is weird, unpolished but it gives me a smile to my face :-) And in the end....we are here to enjoy ourselfs with just making music right? So I dicided to upload this little tune I made. Could have been more if I had worked on this track instaid of the w.i.p. I was initialy working on. But I did wanted to share it with you.

Btw....the fuzzy sounding synths was the outcome of not understanding how to get 'better' sounds out of Vital. So I just builded something with the sounds I did get and actualy liking it. .

Cheers,

Jeroen

Ps: the song upload in my first post was just in time (23.58h 24 January)...this post I wrote later.
Last edited by JeroenZuiderwijk on Sat Jan 25, 2025 01:11 CET, edited 1 time in total.
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Mister Fox
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SONGWRITING COMPETITION - SWC089 January 2025 - preparation phase

#35

Post by Mister Fox »

It is the 25th January 2025, 0:40 UTC+1/CET - this month's Songwriting Competition has official ended


STATISTICS:
  • If I didn't miscount, we have 9 submissions this month (03 entries less than last month, and also 01 entry less than January 2024)
  • We have 0 submissions after the deadline (as of 25-JAN-2025 00:40 UTC+1/CET - the one post after the deadline was merely an update)
  • We have 2 submission that have been pushed to "Bonus Entries" (01 production released outside of the game's special parameters, see below -- and 01 production that is no longer accessible, neither did the participant respond to emails/PMs - the entry does count to the overall participation amount)
  • We have 0 submissions that have been withdrawn mid game (therefore it can't count to the overall participation)
  • The "staff balancing vote" add-on rule does not apply (special game mechanics do apply)
  • "Sole Winners Podium" rule (equal or less than eight participants results in a single winner) does not apply (3-position Winners Podium)


:arrow_right: How do we go from there?

Over the course of the next (hopefully) 24-48 hours (usually up to 6-12 hours maximum after the game has ended), I'll gather all links into one post and hot-link to that from the first post of the thread. Please, no more changes to your entries, but please do check your links that these entries are accessible and downloadable. We then perform with the final feedback and "public vote" system.


We have 08 official / still active participants. We are adapting the overhauled vote mechanic, as talked about in the following news blog:

Songwriting Competition - game mechanic changes: Voting Process (October 2022 Update)
(Info: I am aware that the Rule Book has not been properly updated yet. Time constraints, apologies for the inconvenience)


Summarized:
 ! Bonus Info
  • Participants can (and must) vote for their Top 5 entries (tiered mechanic).
  • You're furthermore asked to please reflect on your experience this month (2-3 paragraphs max), what you have learned, what you would like to do different in the future, etc. (personal growth)
  • You are also asked to give feedback to at least five (number: 5) entries (tiered mechanic) -- things that stood out to you, providing some final thoughts and constructive feedback for possible improvements. This adds to the learning experience of our community. It is recommended that these entries are outside of your personal "top entry" voting.
  • Have the chance to get additional bonus points if you decide to invest the time to provide more constructive feedback than the requested minimum. It must be more than just "nice production, please keep up the good work" however. This is to boost more interaction and can balance out your overall points on the score sheet. (get 1 point if you give constructive feedback to 01 to 02 more participants, get 2 points if you give helpful feedback for everyone, bonus entries not counting)
  • The "Voting Process" mechanic is mandatory for all participants, and the only criteria to drop out of the game by not partaking. Please don't just collect feedback, and not give back to the community.
  • The overall "Bonus Point" mechanic still applies. Please update your posts with proper production documentation, most notably regarding whom you have collaborated with (as in: proper credits -- not doing so will result in a 2pt deduction on the score sheet at the end of the game). Please also make your entries downloadable, or provide an additional download link if not existing already. You got until the voting period has ended. (please: no changes to the arrangement anymore)
Please cast your vote (not the feedback) in collective form through the "spoiler text" bbcode (button on the WYSIWYG editor that features the orange triangle with an exclamation mark in it). Please use the forum username of the participant to make it easier during the score collection to address what vote belongs to whom. And please, have one post as final feedback and vote. Thank you.
.

 ⚠ Moderation Message from Mister Fox  
For transparency:

The staff (Mister Fox) will not give feedback to all entries and/or cast a vote this month.

(unless there is a tie that can not be broken otherwise)


I decided to not disqualify @i-dont-like-mixing's entry. However, there was no additional update given, neither the entry made accessible again. This is the third time by this user where this happened within the first 5-7 days of submitting an entry, and where the user decided to abandon the community. Technically this entry is out of the game. However, I acquired a copy early on and will post it as "Bonus Entry". This entry does therefore count to the overall participation resulting in 09 entries - yet only 08 entries can be voted for this January.

I also decided to showcase @hincore's entry in the "Bonus Entry" section. Unfortunately, there was a misunderstanding in the concept for the January game. A lot of work went into this and it would be a shame to be ignored. Let us share some positivity and give feedback regardless - and fingers crossed for a return of this fellow community member in a future game.

Please keep in mind: both entries can be commented on (Bonus Feedback), but sadly can't be voted for.

Feedback from non-participants and/or collaborators is highly encouraged (voting not needed!). The same goes for entries after the deadline, or those that sadly do not count for the current running game (even if you've exceeded the deadline, why not post your entry regardless?). Musicians and Engineers are always after constructive criticism. This is what this forum is about.





Have some general feedback? Please provide that here:
Songwriting Competition - General Gossip Thread, or on Discord.



Please give me a moment to collect all entries.
Please make sure your files are accessible, and please have an eye on this thread! :tu:




EDIT: 25-JAN-2025 00:50 - initial post
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Mister Fox
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SONGWRITING COMPETITION - SWC089 January 2025 - Voting until 01-FEB-2025 23:59 UTC+1/CET

#36

Post by Mister Fox »

Let us kick off the VOTING PROCESS, which will end on Saturday, 01-JAN-2025 23:59 UTC+1/CET latest.


There is a GLOBAL COUNTDOWN to check for deadlines.
Just follow this link: Global Countdown (on homepage)


Here is the collection of productions from all participants (in hope that I didn't forget anyone). As usual, if you click on the small upwards-arrow right beside the quoted name, you can jump to the original post and read up on the documentation for this production.


.
reaby wrote:
Fri Jan 03, 2025 17:20 CET
"Test"

WAV: Google Drive playback and download

ADMIN INFO: original post did not feature the most recent version, which can be found with post #010 - the collection post uses that particular link. There is a bonus documentation with post #012, showcasing how some of the sounds were created.
Marius L wrote:
Fri Jan 17, 2025 16:19 CET
"Hidden Grounds"

MP3: Google Drive playback and download
EsteveCorbera wrote:
Sun Jan 19, 2025 20:18 CET
"Sequencies Estirades"

JeroenZuiderwijk wrote:
Mon Jan 20, 2025 11:09 CET
"A New Beginning"

WAV: Dropbox playback and download
Mellow Browne wrote:
Thu Jan 23, 2025 23:25 CET
"R&B Era"

WAV: Google Drive playback and download
J.Ruegg wrote:
Fri Jan 24, 2025 14:02 CET
"The Prism 2"

Vanilla Puff wrote:
Fri Jan 24, 2025 23:10 CET
"Energizer"

MP3: Google Drive playback and download
ThomC wrote:
Fri Jan 24, 2025 23:55 CET
"When Life Starts Fires"

WAV: Google Drive playback and download
.



WITHDRAWN (not participating - feel free to give feedback, but you sadly can not vote for these entries)


<no withdrawn entries>
.



BONUS ENTRIES (submitted after the deadline / outside of game scope - feel free to give feedback, but you sadly can not vote for these entries)

i-dont-like-mixing wrote:
Fri Jan 03, 2025 08:59 CET
"quiproquo"

phpBB [media]


WAV: Backup on Mix Challenge server

ADMIN INFO: entry was submitted on 03rd January, but unfortunately abandoned. I reached out to the participant multiple times. I didn't get any response. This is a backup of what was presented at that time.
hincore wrote:
Mon Jan 20, 2025 11:15 CET
"Fuxx"

WAV: Google Drive playback and download

ADMIN INFO: the participant apologized for ignoring the given limitations for this month's game. Since there was a lot of time invested into this, and our community is all about learning and improving, I (the host) decided to showcase this entry regardless.
.



:arrow_right: GAME MECHANIC SUMMARY:
► Show Spoiler


Good luck to all participants! :tu:




If you have an idea for a future Songwriting Competition, please post about this in the theme/genre request page or on Discord.


Post updated: 25-JAN-2025 01:30 UTC+1/CET -- initial post
Vanilla Puff
Posts: 24
Joined: Sat Jul 17, 2021 18:41 CEST

Re: SONGWRITING COMPETITION - SWC089 January 2025 - Voting until 01-FEB-2025 23:59 UTC+1/CET

#37

Post by Vanilla Puff »

Mister Fox wrote:
Sat Jan 25, 2025 01:33 CET

Vanilla Puff wrote:
Fri Jan 24, 2025 23:10 CET
"Entergizer"

MP3: Google Drive playback and download
Energizer :smile:

As I was catching up to the forum, since were very busy lately, saw Mister Fox giving feedback post. What peeked my interest was the headphone correction. I mainly make and consume music on headphones (probably 80% of the time), so this topic is interesting to me and I wanted to expand a little bit on it, giving and hopefully receiving some opinions on it.
What I use: AKG k712 pro; LCD-X 2021 variant. Software to correct: EqualizerAPO with https://autoeq.app/ to correct frequency response. In DAW I use FL Studio ASIO driver, as it doesn't override the correction.
For AKG I use Diffuse field 5128 target with 6dB bass boost (as this target doesn't provide automatically), which gives very close results up to 6k Hz when comparing to speakers in couple studios I've been. What I found is that 6k+ gets very fiddly to get it right and depends a lot on ear shape, so I tune it manually using sinusoidal signal and sweeping it slowly. What works best for me is not over-correcting this region, what a lot of auto correction software's do. If 8k is louder by 6dB than 7k , I tend to half it, giving it a -3 dB while following the target. As every headphone is different this becomes quite complicated. On LCD-X felt like JM-1 with Harman filters target was more accurate for correction. Autoeq site is great for finding baseline target, since presets can be saved and compared to some music samples.
I've tried SoundID before and couldn't make it work, it was correcting too much. I think that top end is hard to get it right, since a lot of reflections are happening with headphones, which supposedly are fixed with in-ears. And some of them are tuned to good targets, that don't require any correction. But wearing them for prolonged period of time is just not for me.
Even though I get great translation nowadays, would like to hear more opinions or things to try out.

Will be expanding Submission post shortly for those that might be interested.
JeroenZuiderwijk
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Re: SONGWRITING COMPETITION - SWC089 January 2025 - Voting until 01-FEB-2025 23:59 UTC+1/CET

#38

Post by JeroenZuiderwijk »

Vanilla Puff wrote:
Sat Jan 25, 2025 15:56 CET
Mister Fox wrote:
Sat Jan 25, 2025 01:33 CET

Vanilla Puff wrote:
Fri Jan 24, 2025 23:10 CET
"Entergizer"

MP3: Google Drive playback and download
Energizer :smile:


I've tried SoundID before and couldn't make it work, it was correcting too much. I think that top end is hard to get it right, since a lot of reflections are happening with headphones, which supposedly are fixed with in-ears.

Hi Vanilla Puff,

I don't understand what you mean with that "reflections are happening with headphones". The advantage of using headphones is to get rid of room reflections (nothing to bounce around against the walls. Am I missing your point or something else?

Cheers,

Jeroen
ThomC
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Joined: Mon Oct 21, 2024 22:31 CEST

Re: SONGWRITING COMPETITION - SWC089 January 2025 - Voting until 01-FEB-2025 23:59 UTC+1/CET

#39

Post by ThomC »

Hey everyone!

Here's my feedback and vote for this competition :)

Feedback
► Show Spoiler
Vote
► Show Spoiler
Self Reflection
► Show Spoiler
Vanilla Puff
Posts: 24
Joined: Sat Jul 17, 2021 18:41 CEST

Re: SONGWRITING COMPETITION - SWC089 January 2025 - Voting until 01-FEB-2025 23:59 UTC+1/CET

#40

Post by Vanilla Puff »

Hi Jeroen,
I don't understand what you mean with that "reflections are happening with headphones". The advantage of using headphones is to get rid of room reflections (nothing to bounce around against the walls. Am I missing your point or something else?
Yes, room reflections are obviously out the window when using headphones. But physics still apply, therefore you still get reflections within the cup. This is usually reflected by steep notches in headphone measurements between 8k-13k Hz, which are not necessarily audible, some correction softwares do correct those notches, but in reality shouldn't or not as much.

Here you can see 3 steep dips in 9k-20k Hz range. In reality, when sweeping sinewave, there isn't such a drastic change.
Image
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