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Seems like "B" is the lowest note, and C the highest, so a B note at level 15 volume?
Is that all that can be done?
I'm aiming for a powerful orchestral hit kind of sound.

This will also be ported to the GameBoy...

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uhajdafdfdfa

an orchestra hit generally plays a chord it isn't just a blast of low resolution white noise


try doing a "pitch" sweep rather than a fixed "note", that might help

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Brooklon

This is a very confusing question.

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Oh, I should mention I'm writing this in MML. Hope that helps clear the question up a bit

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Brooklon

Ok. MML, that's good to know. But still, you are trying to create an orch hit in the noise channel? That's like asking how to get CMYK out of a #2 pencil er something. Better just sample that man. You'll end up wasting too many channels on it.

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Maybe orch hit was a bad term. I was just asking about the most powerful kind of percussion hit that is possible to pull off. I'm not looking to actually emulate an orch hit sound, just a deep, hard percussion.

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Chicago IL

Yeah definitely sample. Otherwise best case scenario is that you will be the only person that think it sounds like an orchestra hit.

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Reading about the Pitch Sweep here http://nesdev.com/mckc-e.txt
But the function doesn't seem to work in www.mmlshare.com
I get the error: "Unuse command in this track"
Is this just a glitch in this program, or am I not using this command right?

From what I gather you would set it like this:  "s(9,15)"

Here's what the article says:

    * Pitch Sweep
          s[speed],[depth] (0,0)
               Pitch Sweep, similar to the pitch envelope. The range for [speed]
               appears to only function in the range of 9 ~ 15, where a higher
               value will effect a more subtle change every frame, and the range
               of [depth] appears to function according to this chart:

                   |1  2  3  4  5  6  7  8  9  10 11 12 13 14 15|
                   |drastic<--->slight->/^\<-slight<---->drastic|
                   |       DOWN         OFF          UP         |

               Here the closer to the ends of the spectrum, the more drastic the
               pitch change is, and if the value is 8, nothing happens.

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uhajdafdfdfa

maybe he means timpani

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I also want to re-iterate that I'm aiming to port this to GameBoy, and thus don't think I can use samples. I've only go the A, B, and D channels on GB

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Brooklon

Don't know about MML but the gameboy hardware can use one channel for limited sample playback.

Also

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Here's the track I'm working on:  http://www.mmlshare.com/tracks/view/368

It's the select screen music for Ultimate Mortal Kombat 3

Note-wise, it's pretty accurate. But I'd really like to get Channel B to sound more like a synth voice "oohhhh, uuuhhhhh" that alternates between a semitone. And I'd like the drums to have more punch to them.
Here's the original song from the Arcade version:  http://www.youtube.com/watch?v=E_ee8HIo1Wk

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Godzilladelph

turn your big loud thumpy percussion up to almost maximum volume and turn EVERYTHING else down a bit

you can crank the master volume up, post production, with mml, i'm assuming?

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Chicago IL
SKGB wrote:

turn your big loud thumpy percussion up to almost maximum volume and turn EVERYTHING else down a bit

you can crank the master volume up, post production, with mml, i'm assuming?

i dunno about that, but it's really easy to alter volume macros by putting +/-X after the numbers in brackets.

Last edited by Saskrotch (Nov 27, 2012 6:44 am)