Stock Music track: Take It Higher
Electronica pop with techy synths, plucked guitar and "Take it Higher" autotuned vocals (vocoder style) in the chorus. A no vocals version is also available.
|Track ID number:||12345|
|Genres:||Urban styles: Funk / Nu-Funk -- Mid-tempo background Tracks|
|Moods/Emotions:||Busy / Active / Bustling -- Cool / Funky / Strutting -- Mechanical / Robotic / Machine like|
|Suggested Production Types:||Sci-Fi / Space / Future -- Technology / Hi-tech / Industry -- Urban Culture / Youth Subculture|
|Prominent Instruments:||Bass (Electric) -- Drum machine / Electronic drums -- Synthesizers|
|Tempo Beats Per Minute:||112|
|Publisher:||Shockwave-Sound.Com Royalty Free|
|SRCO (Sound Recording Copyright Owner):|
|PRO / Non-PRO Track?||PRO (What's this?)|
|WAV file bit depth:||CD-quality / 16-bit (What's this?)|
|Stem files available for this track:||No|
|Album containing this track:||(None)|
Romeo Knight (aka Eike Steffen) is a composer and audio engineer from Düsseldorf, Germany who gained high recognition for his compositions for the Amiga demo scene followed by work for the video game industry, from the late 1980s until now.
After obtaining the SAE Audio Engineer diploma, he started working for advertising agencies and by mid-2000 was running his own studio facility producing thousands of commercials for known brands such as Coca-Cola, Mercedes-Benz, Nokia, Porsche and many more. His comprehensive musical background also involves many years of classical training on clarinet (including performances with the local youth symphony orchestra), as well as extensive live and studio performances as a guitarist and bass player with a variety of bands.
Romeo Knight is Non-PRO registered.
A short statement from this composer:
As a music enthusiast in general I always tried many different things regarding music making. I was never satisfied doing only one style of music, having only one certain approach to producing music, or even playing only one instrument.
After actually “programming” music on home computer systems of the 80s and 90s, my urge was to broaden my style using guitar sounds and add more human touch to my music. After some time with self-taught guitar practice, this idea ended up in almost 20 years of experience with rock and metal bands to date. That’s the reason why most of my songs involve electronic elements as well as guitar sounds of any kind.
Dealing with music for modern video games during the last years helped me to expand my portfolio with programmed orchestral music which is a lot of fun to do, especially considered that I can use my knowledge from playing classical clarinet in an orchestra. My production environment basically consists of three computers (1 master digital audio workstation running Cubase, and 2 slaves) to handle the enormous amount of processor and memory load when working with huge sample libraries and a lot of plugins e.g. for guitar amp modeling.