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Does anyone know how to make/replicate these game sounds?
#325968 - 05/17/14 10:20 AM
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Like, with a synth or something?
DK - intro: Kong's grunt after he hops over to the left of the screen.
Joust: the emergence of the player after death.
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Re: Does anyone know how to make/replicate these game sounds?
[Re: Traso]
#325975 - 05/17/14 04:27 PM
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record the sound with whatever. Do A Spear Analysis for it's spectral components (The big lines and their harmonics) and Implement those into an FM-Synth (NI FM8 will do the trick.
Not easy, but doable.
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Re: Does anyone know how to make/replicate these game sounds?
[Re: RATMNL]
#325988 - 05/18/14 03:38 AM
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> record the sound with whatever. > Do A Spear Analysis for it's spectral components (The big lines and their harmonics) > and Implement those into an FM-Synth (NI FM8 will do the trick. > > Not easy, but doable.
It'd be easier just to load the recorded sounds into a sampler and trigger them that way. Those are both pretty isolated sounds, it should be pretty easy to get a clean recording.
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Re: Does anyone know how to make/replicate these game sounds?
[Re: DMala]
#325997 - 05/18/14 01:51 PM
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But what's the fun in That
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Tomu Breidah |
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Re: Does anyone know how to make/replicate these game sounds?
[Re: Traso]
#326000 - 05/18/14 03:46 PM
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> Like, with a synth or something? > > > DK - intro: Kong's grunt after he hops over to the left of the screen. > > Joust: the emergence of the player after death.
I don't know if the info would be listed in M1 (or some file that's associated/used with M1) if you can play songs and SFX from these games. From what I can remember from using it a few years ago there was something that displayed the channels used from whatever synthesizer or sound chip.
Anyway, my thinking is if you can find out what sound chip was used then, oh, I don't know.... Use a sound chip emulator?
I'd guess that the code sent to those chips to produce said sounds would be a factor. Like duration, frequency, etc.
Then again, I guess I'm a weirdo that has some unrealistic expectations about sound chips and code.
Edited by Tomu Breidah (05/18/14 03:50 PM)
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Re: Does anyone know how to make/replicate these game sounds?
[Re: RATMNL]
#326039 - 05/19/14 07:30 PM
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> But what's the fun in That
Besides the fact that I'm wanting a real-time, pitch-relative, polyphonic actuation of it. That's step one. Step two is translating at least a limited set of articulational nuance. That is, the trigger source is a guitar.
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Re: Does anyone know how to make/replicate these game sounds?
[Re: Traso]
#326082 - 05/20/14 11:09 AM
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Ok, but then just recording it wouldn't do you no good. Because when you change the pitch, you basically change the playback-speed. C4 would already be a fraction of the playtime of the sound of C3.
Try recording a vocal and map it to a basic MIDI-keyboard, play C3 and then C4, you'll quickly get to hear what I am talking about. or listen to any 90's house track compared to their original samples
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Re: Does anyone know how to make/replicate these game sounds?
[Re: RATMNL]
#326092 - 05/21/14 02:13 AM
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> Ok, but then just recording it wouldn't do you no good. > Because when you change the pitch, you basically change the playback-speed.
Exactly, and vice-versa. There are programs to 'normalise' that, but possibly with artifacting, and in any case I want a real-time tone generation. You have a PM.
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