A steady day of working on the video for 'Smile to Fall'. The song has a Gothic sort of feeling, and my mind upon hearing it filled with imagery of chessboards and black and white tiles, so I've made the video black and white and little more, not even glows. Black squares and white ones mask the simple film. A chessboard appears for the solo. The video is only of my simplest, yet it matches the initial plan. The highlight is perhaps the sheer smoothness of the movements due to Argus.
The subtitles presented a bit of a problem in that they change very quickly, so I needed to insert a rapid change. I've also updated the Spotify canvases for these songs. Then I updated the artwork for the Flatspace and Flatspace II soundtracks on Steam; the art there was out of date, a lower resolution than Steam uses today. It was also (worse!) not filed correctly with the album. I created the art for the up-and-coming Radioactive Soundtrack too.
Then, started work on a new feature for Prometheus to help with sheet music transcription. Sometimes an instrument plays a chord, it has several engines which each play a different note. This can make composing more efficient; one track for a chord instead of three, and it allows an effect (like distortion) to be applied to all three notes after they combine. This, alas, makes transcription of the music a huge headache though, if an instrument has three saw waves set to pitches of 0, 3, 7, then the note of C4 in the sequencer would play C, E, G, so I have to work that out by hand, note-by-note; and this is a simple case. Some chords use monotone samples, where the note is set not by the note in the sequence, but by the unity note in the sample list (which can vary hugely)... and some chords have 4, 5, or 6 parts! This process took about an hour just to notate the organ chords for 'The Eternal Dogma' in Burn Of God, so I want to program a feature to help with future transcription.
The new feature will seek every note in a track and 'explode' each element of the instrument across several new tracks, so the C, E, G notes as sounded will now appear in three tracks, exactly as they should. This will require specific coding for each engine, as each has different tuning settings, and there are differences between samples, analogue waves, and monotone samples; but this will help hugely for the tracks which use this form of chord.


