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Saito

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About Saito

  • Birthday 07/18/1984

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  • Gender
    Male
  • Location
    The Netherlands
  • Guitar
    ESP LTD Elite ST-1 AQM

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  1. Happy Birthday Saito!

  2. I've found that practicing basic techniques to a metronome really helps. Speed is only useful if you can do it with the right timing. I usually just practice 5 to 10 minutes on a metronome before starting Rocksmith. It has makes for a good little warm-up :)
  3. Your bass has active pickups, replace the battery if you haven't in the last two months, even if it's new from the factory as those batteries are often not full, so do that first. A real amp can usually make up for the lower output but the Rocksmith cable can't. Next things to try: 1) Start Rocksmith and once you're in the main menu alt + tab back to Windows and go to the "Recording" tab under your audio devices. The Rocksmith cable should be there, double click it and go to the tab "Levels". Set it around 70 as a starter. Switch back to Rocksmith and see if that makes a difference. if that hasn't helped or made it worse, tab out and put it back to the previous amount and tab back to Rocksmith. (note: Rocksmith will reset this value when it every time it starts up). 2) In the main menu hit "ctrl" and switch to rhythm guitar. Does the distortion remain? 3) Your rocksmith.ini might need fine tuning. There is a good guide on the Ubisoft forums: http://forums.ubi.com/showthread.php/719817-A-guide-to-achieving-low-latency-in-Rocksmith-on-PC-Forums
  4. My solution is not a cheap one but my guitar into an amp head using a regular cable and from the amp head into a clean mono channel on my mixer. On my mixer I've routed that incoming signal to the sub out channel and connected an IK Stealthplug (but I assume it will also work with a regular Rocksmith cable). The result is a much better tone and because you can keep the volume level of the Rocksmith cable low by raising the volume on the amp which does a much better job at it. I know that Rocksmith supports Asio but I have yet to find any information on how to set it up. Now that Ubisoft is allowing talk about using other hardware to play on Rocksmith I hope that they will release some information on how to use it.
  5. As with anything even if you're extremely talented 90% of your ability goes in applying what you know. Try to play along to tracks from Youtube. Youtube is also an excellent source for learning more about your instrument and how to play it. A few tips: *) Practice your rhythm, Rocksmith has a build in metronome in session mode. But there are also plenty of good, free software solutions. I personally use the free metronome from TempoPerfect: http://www.nch.com.au/metronome/ I'm well aware practicing with a metronome sounds boring and well it is. A bass player is not just an extension of the drummer and rhythm guitar, you're a key component to any band and your timing and rhythm is the lifeblood of the band. This will most likely not come easily but even if you just practice 5 or 10 minutes before starting up Rocksmith you will see some major improvements and it doubles as a warm-up for your playing. :) *) Once you feel comfortable with a song in Rocksmith try and play along to it on Youtube or from your music collection. I also found that listing to the original song before playing it in Rocksmith helps me a lot, it gives me the right feel and timing of the real thing. *) Play through an real amp! If all possible without headphones. As you might have noticed that while the Rocksmith audio recognition system is competent enough for its purpose it's far from perfect. Rocksmith will often recognize a badly fretted note as correct or in fast passages I've noticed it will even count an entire fret as correctly. *) Music theory is one of the most dreaded topics to any musician that has never really touched it. But I highly recommend you at least learn the very basics. Youtube some tutorials on how the Major scale works and find one that explains it in a way that makes sense to you. It's perfectly fine if you don't fully understand it on the first video, just let it sit there and come back to it again in a week or so. I personally found that listing to the explanation of several different people greatly helped me to get to grip with the concepts, the might just bring the concept in a slight different way that just clicks for you. *) Record yourself playing and listen back to it! This is so important and often overlooked it will allow you to fine tune your playing. The most practical way to go about this is through an audio interface. I'm aware this is another investment and its not something you have to buy right away but would make a good investment. I personally started with the Steinberg UR22 which is a small audio interface with two interfaces for guitar or microphones. It's capable of recording at 24-bit/192 and has the advantage that it comes with a free copy of the DAW software Cubase. Using the interface instead of your on-board audio card will also greatly improve the quality of the audio. *) A few more practical things. 1) If you haven't done so yet bring your bass to an guitar shop and have them set it up properly. Even if you just bought it chances are it traveled a great distance and wood is very sensitive to changes in humidity and it will affect the tone, having it set up correctly is part of owning an instrument. Most shops will let you watch the process and will explain it to you so you might do the adjustments yourself in the future but for the first time have a professional do it. 2) Replace your strings regularly. A good average is 3 to 4 months but depending on the sound you're going for you may want to replace them more or less often. New bass strings will sound brighter and if that is the sound you're going for every 2 to 3 months. Strings that have been used longer will sound duller and if that is the sound you're going for you can keep them on for longer. If you're ever in the situation that your band is in a recording studio, unless the duller tone is part of your sound you should replace the strings the day before. Always have at least one spare of strings on hand. 3) Know how your instrument works, know the parts that make up the instrument and know the basics of what they do and how. Know what each knob on your instrument does and remember where set them on so that you can set them back if it changes for some reason. Something my dad once told me a long time ago and has stuck with me to this day: Normal men know nothing of love. If you want to know of love, look at a musicians fingers as he makes his music. A musician knows. Well, this turned out far longer than I had planned sorry for the tl;dr and I hope you find it at least a little bit useful :)
  6. I basically run the rocksmith cable through my mixer into my paddle board and back into the mixer and out to the Rocksmith cable and it works like a charm. If you have a mixer I highly recommend using it to set your gain, compressor, eq and effects. Doing so improved the quality of the tone so much and the better the sound you get to Rocksmith the better it recognizes what you play.
  7. I love the idea! Rocksmith is a great learning tool but its capabilities are limited by the feature set Ubisoft decides to include. While I don't hold any skills that could prove useful to help you develop this further but maybe others may be able to lend you their talents. I can do some research and see what sound engine might be most suitable for a linux (or multi-platform?) adaptation. What programming language are you most comfortable with? Edit: A few open source packages for audio detection: - http://isophonics.net/nnls-chroma - http://clam-project.org/ - http://labrosa.ee.columbia.edu/projects/chords/ - http://aubio.org/ The top voted answer is actually offers pretty good information: http://stackoverflow.com/questions/4033083/guitar-chord-recognition-algorithm
  8. First of all I would really like to thank all the people that made and are continuing to make CustomForge a great resource for guitar players that use RockSmith as an learning aid ( or just for fun ). Since Ignition launched I had some mixed feelings about it and I would like to elaborate on my first impressions. --- I think you gain a lot of usability by experimenting with the overall layout. While the list form is a good way to display a lot of information at once which is useful if you're looking at a rundown of the most recent releases. In this case the variation of different bands, tunings etc vary greatly. For this I believe that Ignition is a good improvement but I think you could gain a lot in terms of music discovery. There is currently a lot of music on CustomForge I think isn’t the attention it deserves do you think we could improve this by separating the “artist”, “album”, “song”, “tuning” and “file details/download” and give each of them their own panel. This would give you something similar to the layouts you often see in music players such as Foobar or Banshee. This way one could select a band and immediately see all available albums in one panel, all the songs of the select band in another. Select an album the list of songs will filter to show just that album. Something else I would try to achieve is discovery of new or old bands you might have lost touch with over the years. The only other way to do this now is basically go through all the bands and all the songs. Since we are all music lovers here I think everyone has had the “I totally forgot about this band” moment. If we could use Ignition to re-ignite our passion for the music of our past. --- For a last thought I wonder if it would be possible to add blank albums with their names grayed out for any existing artist in the database. What I hope to achieve with this is two things: 1) With use of Last.fm, Discogs or such correctly add artist, album and song names to the database. I believe this could lead to a cleaner and better organized database. 2) I hope by showing missing albums and songs to encourage the community to fill them in. A lot of good work has been done with Ignition already, it is significantly faster and easier to than the old search. I hope my idea’s don’t come over as completely bonkers :) Keep up the great work!
  9. I really haven't found the difficulty ranking in the game to be very useful. The main issue is that it calculates a single score instead of multiple scores for each core technique (chords, solo, etc).
  10. The key in my opinion is to not put all the responsibility on the charter but actually get as many users involved in the rating process.
  11. This is exactly why I think it's important to get as many votes as possible, the goal is to get an average from a large pool of users so that the extremes are balanced out. But I will admit that I do not know if the custforge community is large enough to make this work.
  12. Thank you both for replying, You bring up a good point making it community driving is somewhat my way to partly circumvent one person defining the difficulty. But if we could split up the difficulty rating in several categories (Speed, Chords, bends, slides etc) and have the community rate each category would create a much more detailed search result. I believe this could greatly help any guitar or bassist of any level in finding a song that fits not just the right difficulty but it also allows them to select what type of song you want may it be a chord heavy song or a wicked note by note solo or anything in between. Of course we must watch out not to over complicating things. I think 5 core techniques are the limit for a feature such as this. I'm sure we could come to a top 5 core techniques and set the difficulty associated with each of them using community input. To ensure that everyone in the community uses the same definitions for rating I would recommend using a example driven feedback form. Visual examples of each level will keep everyone on the same page when it comes to rating difficulty.
  13. As the title suggests, would it be possible to add a community rated difficulty level to songs in the database? I believe that would help new guitarists like myself as well as more experienced players with finding new songs they can play on their difficulty level.
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