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		<title><![CDATA[ChipMusic.org - Getting an SNES sound]]></title>
		<link>https://chipmusic.org/forums/topic/5578/getting-an-snes-sound/</link>
		<description><![CDATA[The most recent posts in Getting an SNES sound.]]></description>
		<lastBuildDate>Wed, 07 Dec 2011 12:54:44 +0000</lastBuildDate>
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			<title><![CDATA[Re: Getting an SNES sound]]></title>
			<link>https://chipmusic.org/forums/post/83628/#p83628</link>
			<description><![CDATA[<b><i>chunter says:</i></b><div class="quotebox"><cite>Shiru wrote:</cite><blockquote><p>Don&#039;t forget that all the samples on SNES are ADPCM-compressed (so called BRR compression), loop points are aligned to 16 samples, and max sample rate is 32000....</p></blockquote></div><p>This.</p><p>Most of the SNES &quot;tone&quot; comes from tightly looped, high pitched samples meant to save space in the cart, so sample super high C, and see how tight you can get the loop. (Same is true for old-school SoundBlaster AWE SoundFonts.)</p>]]></description>
			<pubDate>Wed, 07 Dec 2011 12:54:44 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/83628/#p83628</guid>
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			<title><![CDATA[Re: Getting an SNES sound]]></title>
			<link>https://chipmusic.org/forums/post/83603/#p83603</link>
			<description><![CDATA[<b><i>Shiru says:</i></b><p>Don&#039;t forget that all the samples on SNES are ADPCM-compressed (so called BRR compression), loop points are aligned to 16 samples, and max sample rate is 32000. 16000 is more realistic rate, because with 32000 you can fit only 3.5 seconds of sound into the memory, and you also need place for code, music data, and echo buffer there. So you can resample your samples to 16000, then use <a href="http://www.romhacking.net/utilities/407/" target="_blank">this</a> tool to encode samples into BRR and decode them back to WAV, this will degrade sound quality to SNES level.</p>]]></description>
			<pubDate>Wed, 07 Dec 2011 05:00:17 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/83603/#p83603</guid>
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			<title><![CDATA[Re: Getting an SNES sound]]></title>
			<link>https://chipmusic.org/forums/post/83548/#p83548</link>
			<description><![CDATA[<b><i>migghtybobby says:</i></b><div class="quotebox"><cite>herr_prof wrote:</cite><blockquote><p>Yes.</p><p>I have a synthedit vst that is supposed to emulate the master bus of a snes, but its on my computer that is being shipped to my new house.. it down samples and adds that crappy verb.. will try to upload it when i get a chance..</p></blockquote></div><br /><p>Awesome thanks!</p><br /><p>I can&#039;t seem to run xmsnes, follow the instructions open the .exe and...nothing pops up.</p>]]></description>
			<pubDate>Tue, 06 Dec 2011 23:39:44 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/83548/#p83548</guid>
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			<title><![CDATA[Re: Getting an SNES sound]]></title>
			<link>https://chipmusic.org/forums/post/83541/#p83541</link>
			<description><![CDATA[<b><i>Theta_Frost says:</i></b><p>Yeah XM2SNES or there are even MIDI converters.&nbsp; You can play them back on a SNES with a flashcart which is cool, but some players make things like this.</p><p><a href="http://www.youtube.com/watch?v=Dm9TLXRWUOY&amp;feature=related" target="_blank">http://www.youtube.com/watch?v=Dm9TLXRW &#133; re=related</a></p>]]></description>
			<pubDate>Tue, 06 Dec 2011 22:39:30 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/83541/#p83541</guid>
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			<title><![CDATA[Re: Getting an SNES sound]]></title>
			<link>https://chipmusic.org/forums/post/83521/#p83521</link>
			<description><![CDATA[<b><i>Saskrotch says:</i></b><p>or<br /><a href="http://www.snescentral.com/article.php?id=0810" target="_blank">http://www.snescentral.com/article.php?id=0810</a></p><p><a href="http://snes.mukunda.com/" target="_blank">http://snes.mukunda.com/</a></p>]]></description>
			<pubDate>Tue, 06 Dec 2011 19:42:38 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/83521/#p83521</guid>
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			<title><![CDATA[Re: Getting an SNES sound]]></title>
			<link>https://chipmusic.org/forums/post/83519/#p83519</link>
			<description><![CDATA[<b><i>Analog says:</i></b><p>have you tried using a snes soundfont? never tried myself, but people get good results with it.</p><p><a href="http://woolyss.com/chipmusic-soundfonts.php" target="_blank">http://woolyss.com/chipmusic-soundfonts.php</a></p>]]></description>
			<pubDate>Tue, 06 Dec 2011 19:37:11 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/83519/#p83519</guid>
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			<title><![CDATA[Re: Getting an SNES sound]]></title>
			<link>https://chipmusic.org/forums/post/83517/#p83517</link>
			<description><![CDATA[<b><i>herr_prof says:</i></b><p>Yes.</p><p>I have a synthedit vst that is supposed to emulate the master bus of a snes, but its on my computer that is being shipped to my new house.. it down samples and adds that crappy verb.. will try to upload it when i get a chance..</p>]]></description>
			<pubDate>Tue, 06 Dec 2011 18:27:21 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/83517/#p83517</guid>
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			<title><![CDATA[Getting an SNES sound]]></title>
			<link>https://chipmusic.org/forums/post/83515/#p83515</link>
			<description><![CDATA[<b><i>migghtybobby says:</i></b><p>I&#039;m looking to get an SNES-styled sound without having to rip samples off of ROMs. I have some roland sound canvas/cheesy orchestral soundfonts in Live and was wondering if I could pull off an &quot;snes-esque&quot; sound using those. I&#039;m guessing I need to downsample them somehow, and apply the signature crap snes reverb. anyone have any ideas or think this is possible?</p>]]></description>
			<pubDate>Tue, 06 Dec 2011 18:18:20 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/83515/#p83515</guid>
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