16. Recently there has been some debate about the importance of melody in spacesynth. Do you have any opinion or thoughts on this?Yes, melodies are the reason why I listen to spacesynth. It is not only the melodies that are important as a nice harmony and a good mood is also needed. In my opinion a good melody shall not sound simple and predictable as that will make the song quite boring in the long run. Of course it is possible to add some background effects like arpeggio-sequences and panning pads to make the song less simpler, but the best way is to focus on the main melody in the first place.
I must say that in many cases I prefer the songs from the demo scene instead of the new ones even though the soundquality is much better nowadays. It all comes back to the contents in the song which I prioritize in front of the sound quality.
17. Spacesynth currently has many different styles for example Protonic Storm is very futuristic and pushing boundaries on the other hand Marco Rochowski epitomizes the Golden era with his classical interpretation. Where do you think you fit?
At the moment I assume that my music fits more into the classical area. It is interesting that you are asking this question now as I'm planning to move into the Protonic Storm style soon :) It will be more athmospheric feeling, longer and more improvised melodies and a less predictable song structure.
18. This question is a sort of follow on. Where do you think the genre is heading? Some people have said that we should move on from the LD influence and embrace influences from other genres i.e. different drums, bass and not have to rely on melody. Others have argued that the melody is the essence of spacesynth and overhauling it would kill the uniqueness of the style and thus create just another electronic sub genre. Any thoughts?
The melodies are a important factor for spacesynth and without that I think it wouldn't be spacesynth (it would then be something like electro, electronica, trance or techno). The classical arpeggiated 16-beat bassline feels overused these days and I think that it is time that people (including myself) start to add some variation to the bassline sequence. It would be interesting to hear some new influences when it comes to the drums and the rest of the sounds (leads, chords, etc).
19. Any thoughts on how we could improve the genre (musically and gaining more mass appeal)?
Ohh, this is a interesting question and I think that we can discuss this subject for a long time. I'll try to keep my answer short. When it comes to the musically aspects I think that I've already answered that in the previous question so I will now answer my thoughts about how we could improve the popularity for the genre.
- Websites like myspace, mikseri, youtube, etc are all great places for musicians to spread their music to people that haven't heard spacesynth before. Just remember to add a comment about the websites spacesynth.net, spacesynth.de, spacesoundrecords.com, etc so that people that likes the music know where they can go if they want to find some more music in this style or to discuss the music at the forums.
- The spacesynth music should work really good in computer games and I think that it would be good if the records labels could try to include some of their best songs into some popular games. We know that Gustaf Grefberg has already done that with his songs and it would be nice if more people can follow in that direction.
- The japaneese music market is big and I think that the records labels in this genre should investigate if it is possible to have some distributors there. I assume that the spacesynth music would fit good in the japaneese music market. Some of the already released spacesynth songs have included some japaneese influences.
- SSR's idea to make spacesynth covers of Depeche Mode songs is good and probably that idea could be used also for other type of songs. Note that the covers don't necessarily need to be instrumental.
- The musicians in this genre are mostly amateurs and it would be great if we could invite some professional musicians with good musicial knowledge. For example, musicians like Chris Hülsbeck that have been working with music for the computer game market would be interesting to have in the genre. I think that we should aim for musicians that don't just compose music for the money otherwise it would probably be difficult to persuade them.
20. What sort of gear do you use?
In these days I'm using a quite limited studio that consist mostly of software which suit my needs quite well. The software oriented studio can be started up and shut down very quickly which is something that I like as that increases the productivity even though the sound can't compare with analogue studio equipment.
Today I use the following equipment:
- Synth: Yamaha EX5 (it is mostly used just as a keyboard as most sounds are generated with VST-synths)
- Soundcard: Creamware Pulsar2 (it includes many VST-synths, but I never use them).
- Computer: P4, 2.4GHz, 1GB
- VST-synths: Synth1, SQ8L, Superwave8P, LoopAziod, free samples (see our tutorials at spacesynth.net for details)
- Other stuff: Event ASP8 (active monitors), Behringer Xenyx1622FX (mixer), X-Can v3 (headphone amplifier), Sennheiser HD650 (headphones), Dell 3007WFP (30 inches LCD-monitor).
My portable studio consist of a Laptop (Pentium M 760 2GHz) and a Novation X-Station 25 (Keyboard and soundcard).
When it comes to spacesynth it doesn't require any powerful computer as many of the sounds are quite thin (compared to trance and other genres).