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#. . . filed under ﹔ soundtrack.
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Dune Part 2 soundtrack review
Hans Zimmer is using a crysknife to delicately separate my neurons, soak them alternately in baths of acid and honey, and then dry them with a good sandblasting. and I'm thanking him for it afterward.
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petitsdieu · 2 months
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*𝑯𝒂𝒓𝒂'𝒔 𝑷𝒖𝒍𝒔𝒂𝒕𝒊𝒐𝒏𝒔 𝑪𝒂𝒓𝒅𝒊𝒂𝒒𝒖𝒆𝒔. a collection of sounds for the muse and culture. best enjoyed in order first listen. than shuffle if it pleases. all songs under readmore for those that don't use spotify or are moblie bound.
Prelude: The Atlas March — Johnny Klimek, Reinhold Heil, and Tom Tykwer
God is a woman — Ariana Grande
Fetish — Selena Gomez
Overprotected — Britney Spears
Landscape ( demo ) — Florence + The Machine
deep end — Lykke Li
Cherry — Lana Del Rey
Rhiannon — Fleetwood Mac
Gibson Girl — Ethel Cain
The Beginning — Madison Beer
Cinnamon Girl — Lana Del Rey
BLUE — Billie Eilish
Daughter — Beyoncé
Hard Times — Ethel Cain
The Prophecy — Taylor Swift
Liability ( Reprise ) — Lorde
Channel Surfing / The End — Madison Beer
A Drowning — How To Destroy Angels
Diet Pepsi — Addison Rae
GODSPEED — Camila Cabello
The Greatest — Billie Eilish
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arteastica · 1 year
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2023.07.27
Hylian Erwin I guess
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onedirecton · 7 months
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Son of Man (1999) by Phil Collins for Tarzan moodboard if anyone cares!!
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allmyoldhaunts · 1 year
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listen i really do believe in the necessity of listening to really different music than you’re used to. especially during times of stagnation and times of change. not only will you find things that you love regardless of genre or style, it’s like a mini reset for your brain.
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mekandawn · 1 year
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((From @rylandfalkov)) Pick one song that describes your past weekend at the Fire Fest!
youtube
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zmeydeva-arch · 1 year
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boys like girls returning to music after 10+ years was NOT on my 2023 bingo but i really do feel like i am 12 again
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vaangoghs · 2 years
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sometimes i think about bioshock infinite and lose my mind a little bit (more)
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tastedexcess · 2 years
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tags.
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greatwalk · 2 years
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tags tba.
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hanilegacies · 2 years
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dazais-guardian-angel · 3 months
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Dazai Osamu and the Dark Era: the visual novel (a fan project)
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On a whim, I've decided to finally just publicly release this project that I've had laying around for two years at this point, for Dazai's birthday today. It was originally made for my very dear friend @letmereachforthestars , when I first introduced her to the series and wanted her to be able to read my favorite BSD light novel in an easier-to-read format. You need a computer to be able to play. The details and links are under the cut:
If you've never played a visual novel before, it's basically a novel in the form of a video game. Text will appear line by line, one a time on the screen, and it will be accompanied by relevant background visuals, music, and sound effects, to make the reading experience more immersive, and more stimulating than just reading from a book. Some visual novels have actual gameplay elements to them, and some are just books and nothing else (oftentimes dating sims/choose-your-own-adventure novels), the latter of which this is. If you've played the mobile game Bungou Tales/Mayoi, the story sections of that game are basically mini visual novels.
This game was made with screenshots and music from the anime, sound effects from the anime and Bungou Tales and free sound effect online sources, as well as graphics and fonts and other assets from Bungou Tales and other official BSD art (particularly the official anime soundtrack cd covers). The script is taken entirely from the official Yen Press translation of Dark Era, with the exception of about two or three iconic lines that I used different translations of because I felt like they had more impact. Additionally, at the very, very end, I added on the original ending scene from the Dark Era stage play and wrote a few fanfic lines of my own to accompany it you can tell because they are very cringe and don't match Asagiri's writing style.
Before playing the game, there are a few very important things to keep in mind; PLEASE read all this:
I am not a professional in the slightest. I took some coding classes in high school, and have some photoshop skills (when it comes to the design elements of the menus), but for the most part the former wasn't much help here; this was my very first time ever using the Renpy engine, and I made this entirely from scratch. I used my knowledge of playing other visual novels to emulate the kinds of effects and timing that is typical for these games, and I think it turned out pretty well all things considered, but it's still very amateur. This is most evident in the sound effects. The sound effects have no volume consistency between them, and some of them, particularly the gun/battle sfx, can come on very suddenly and be loud. I highly, HIGHLY encourage going into the settings and turning down the sound effects volume (the music should be fine), so that you're not startled by certain sounds when they happen, and for a lengthy time. I wouldn't blame you if you decide to turn the sfx off entirely if's too distracting, honestly 🫠 I am no expert in sound files equalizing and making sound files loop seamlessly, so this was by far the most tedious and frustrating part of the process of making this for me. Hopefully it doesn't ruin the game or break immersion too much if you decide to leave them on (I hope you do, for the rain and clock sounds at least, but again I wouldn't blame you if you can't).
Dark Era is the most faithful light novel adaptation in the anime, but there are still a handful of scenes, mostly fight scenes, that got shaved down significantly. Because of this, there are numerous occasions where I had to simply linger on a black screen or the same screenshot for a long period of time, while tons and tons of narration happens, because there's simply nothing I can show to accompany said narration. This is not ideal, but unfortunately I didn't have much else of a choice in those instances, so I hope it's not too distracting. There are also a few instances of straight-up inconsistencies between the novel and the anime (ex. the fight between Oda and Akutagawa happens in the woods in the novel, but in the anime it's still right outside the art museum), so sometimes what you're reading won't quite match the screenshots I use. Fortunately it's never anything major, but it does happen.
There will sometimes be long, unchanging black screens. Don't worry, the game isn't broken; just wait long enough and it will continue.
Sometimes, a character will get cut off when speaking, and when that happens the dialogue will auto-force to the next line. If you didn't get a chance to see what was said before, check the text backlog/history (in the menu or the H key).
Last but not least, this game was made with the default text speed in mind. Meaning, that when it comes to certain specific scenes, the mood/tone of them, made up of the timing of music, transitions, sound effects, etc, all of it was arranged around the speed at which things progress when using the default text speed. I completely understand if you can't, but if at all possible, please try not to change the text to go too much faster or slower, especially faster, because certain scenes will lose a lot of impact otherwise. If you already know Dark Era, you probably have an idea of some of the scenes I'm referring to. At the very least, during the more high-stakes/intense scenes, please try to play through those all at once without stopping, for the greatest impact based on how I designed the game, and only pause/quit during the slower scenes. There are specific moments that I'm really proud of how they came out, and I'd like for them to have the maximum impact that I intended :') (also note that if you make the text appear instantly, the cut-off dialogue mentioned above simply will not appear at all, and you won't even know to look back for them, so please refrain from making the text instant at the very least)
Ignore the cringe sappy final message
...I think that's everything. With all that out of the way, here are the links for both PC and Mac:
Download the PC version
Download the Mac version
This was a passion project for me for a good many months back in 2022. It started out just as a gift for my friend, but in the end I was really satisfied with how it turned out, despite how tedious and frustrating it was to work on. I've been hesitant to share it with the fandom for all this time because I kinda doubt anyone would really be interested in something like this especially since it's not stormbringer or beast, but someone on discord who tried it told me that I should share it, so here it is. I'm sharing it not just because I'm proud of my work, but because Dark Era is a truly amazing light novel — underrated, in my opinion (yes, I said what I said) — and far better than the anime adaptation, as good as that is, and I want more people to read it. If reading the books is hard for you and you've never read Dark Era before, if I can help just one more person to read it with this, I'll be happy, and consider my job done. 💖
I so desperately want to make more of these visual novels for the other light novels, but sadly, some of them simply aren't possible thanks to how many scenes are missing from the anime, like with Entrance Exam in particular. I've also been waiting with vain, thin hope that Bungou Tales will eventually reach seasons 3 and 4, so I can use their Fifteen and Untold Origins title screens like I did here, if those ever exist. However, I'm also held back thinking about certain scenes that would require some redrawing/drawing additional details to match what's written in the novels. If anyone has any ideas on things I could do to possibly get around these issues, or just thoughts in general about how the other light novels might be tackled, or if you're an artist who can recreate the anime's style and takes commissions/knows someone who does, I'd absolutely love to hear from you! As well as any advice/help on how I can smooth out/improve this project here!
Anyway, sorry for the long wall of text. Thank you for reading all this, if you did, and if you do try the game, please let me know your thoughts; I crave any and all feedback. 💙✨
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petitsdieu · 4 months
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*𝒍𝒊𝒏𝒌𝒔: basics.
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charcubed · 7 months
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Watched RRR for the first time a week ago and I'm continuing to be veryyyy normal about it.
So in the spirit of sharing some good stuff, I'm gonna put this in the tag for the small fandom...
Here is the original Telugu version of the movie + English audio for the white actors + English subs, combined and shared on Google Drive by someone on Reddit.
Here is a ZIP file of the full soundtrack, including the vocal songs (in Telugu only) and the instrumental OST.
Under the cut are screenshots of how I organized the tracks for myself to slot the vocal songs in story order amidst the OST in case that's helpful for anyone else.
Enjoy :)
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allmyoldhaunts · 1 year
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watched into the spiderverse and the batman back to back and while they are totally different movies, it is really obvious that the people who made them a) really love comics, and b) love really different comics
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shroomthedecayedfox · 2 months
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Last time I went crazy over Byleth's heartbeat, it's Edelgard's turn now. 
In my last ramble I briefly mentioned the presence of Edelgard's leitmotif, but I didn't really get into a whole lot about how that one works in particular. Because it's both really strange and pretty cool. 
So part of how leitmotifs work is that the audience or viewer doesn't necessarily need to understand the intricacies of its mechanics. The audience just needs to hold onto the auditory cues being presented to them. Whenever that character or symbol is on stage (or for our purposes, on screen) you as the audience are being given a musical cue for them. This visual (the character) goes hand in hand with this music (the leitmotif). Through repetition, the audience makes the mental connection even if they don't quite understand how that connection was set up in the first place. 
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This is why Rhea straight up sings her leitmotif to you. That moment in the entrance hall is the game’s way of making you pay attention to that music in isolation from the soundtrack. Which is why it suddenly comes back in “Funeral of Flowers” at the end of Silver Snow. You’ve heard this song before, you’re reminded of Rhea, and hey, that’s the important figurehead in this fight.
"Funeral of Flowers":
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“Song of the Nabateans”:
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Edelgard's leitmotif doesn't operate under this principle. It's busy doing its own thing: very fitting considering the character it's linked to. But, that's mainly because it reverses the process of a leitmotif. "Edge of Dawn" doesn't play over the course of any of the routes, it only intentionally appears in the end credits. 
And I say "intentionally", because if you stall out on the main menu the game starts to play its equivalent to an anime opening. With "Edge of Dawn" acting as the music between the shots. However, even here it's still reversing the leitmotif setup. A new player wouldn't have the context to understand the layers of the song they're listening to. They wouldn't understand that the singer is representative of Edelgard and her perspective across White Clouds, nor that this particular piece of music is going to be linked to that character in particular. 
Because you haven't met her yet, you need to wait a couple minutes. 
For me, I never encountered "Edge of Dawn" in the main menu because I was too busy loading my save file and starting the next chapter of the game. (The same thing occurred for my sister, neither of us realized that the song played this early.) 
So, there's a good chance that an average player won't encounter the song in the main menu, but even if they do they won't properly understand what's happening with the leitmotif. They may simply misinterpret it as just the musical theme for the game itself. 
Because then there's the other aspect of the leitmotif's setup: the sheer amount of times it shows up in the soundtrack. It's EVERYWHERE. I'm just gonna give you guys a brief list, but seriously. Pull up the soundtrack and start shuffling through the songs: 9 times out of 10, whatever one shows up probably has it in there somewhere. 
But for the sake of convenience, these are just the ones I noticed:
Fodlan Winds: at around 17 secs the leitmotif can be heard as a piano piece in the background of the composition.
Between Heaven and Earth: at around 28 secs the leitmotif shows us in the horned instruments.
Apex of the World: opens with the leitmotif.
Respite and Sunlight: appears and blends into the composition at around 18 secs.
A Promise: It’s literally just the leitmotif, but upbeat.
Unfulfilled: leitmotif encompasses the piano/horned instrument sections.
Learning Lessons: Shows up as the plucking of string instruments.
Words to Believe In: Shows up about a minute and 10 secs in.
Hope as a Melody: Leitmotif but with choir.
A Guide for the Future: Forms over the course of the song.
Life at Garreg Mach Monastery: Very beginning, can’t miss it.
Broken Routine: shows up in the beginning.
Scales of the Goddess: background composition.
The Colors of Sunrise: piano.
The Archbishop: choir singer.
The Officer’s Academy: background composition.
A World for Humanity: bulk of music.
A New Dawn: bulk of music comp.
Three Houses Main Theme: 45 secs in and the Edge of Dawn section.
Edge of Dawn/Lady of Hresvelg: It’s literally just the leitmotif.
And this is why "Edge of Dawn" is so weird. Because, in context, you as the player know this is SOMETHING. What that something is and who it's alluding to, however, is not an objective the game has any interest in telling you about yet. You are left to understand that this musical cue is important, but you aren't told why it's important. That is until the very end of the game. 
The end credits.
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When the game comes to a close, you are finally hit with “Edge of Dawn” in a manner you can’t happenstance into. And it’s here where you’re suddenly confronted with the WHY of why this musical cue is so important: it’s for Edelgard. Because as you listen, you recall all the times that leitmotif has played. You’ve heard this song before, but not in this manner. From the 25 or so hours you played White Clouds, to the next 25 or so hours you played in the Post-Timeskip section. The point of the leitmotif’s presence in just about everything is to prime the player to suddenly lock in and figure out what the hell was the reason that made this cue so important. 
And what you’re told musically is that it’s Edelgard. Edelgard is important. From the singer to the lyrics to the music; the song is about Edelgard’s perspective. The game, in this moment, is musically inviting you to play again asking you to go back and understand Edelgard. Whether or not that invitation is effective is left up to the player, but it doesn’t remove the fact that the game is making that invitation in the first place. But wait, this isn’t the entire truth. Crimson Flower doesn’t play “Edge of Dawn” at the end credits. When Crimson Flower ends, it starts playing “The Color of Sunrise”. Why? A player who went through Crimson Flower wouldn’t need the invitation. They know and already understand Edelgard’s perspective. They picked her after all. (The process of making this choice will be the subject of another ramble, I promise).
“The Color of Sunrise” is also entirely orchestral. There are no lyrics to interpret. You hear the leitmotif again and you are reminded of the journey you took to get to this point. You are reminded of the path you walked with Edelgard.
This is why I find Edelgard’s leitmotif so fascinating. It inverts the process of its explanation and only offers said explanation to a player most in need of it. 
And that’s just so cool to me. :)
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