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I'm currently working on a little videogame with my girlfriend and I'm gonna do the music and the SFX for it in LSDJ.
The music is no problem for me, but I never really created sounds that are pure SFX like laserpistol, steps or fireballs sounds.

I already found the helpful Danimal Cannon Tutorial where he explains some of his sounds for Bounty Hackers:
https://www.youtube.com/watch?v=kfh79wcpvds

, but does every one else has nice tutorials, tips or other resources for videogame sfx?
It would be a great help. smile

Last edited by Vault Kid (Jan 4, 2017 12:03 am)

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Bristol, UK

Experiment with different Sweep settings in the P1 channel and with really high V commands for some weird FX

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Earth
Vault Kid wrote:

I'm currently working on a little videogame with my girlfriend and I'm gonna do the music and the SFX for it in LSDJ.
The music is no problem for me, but I never really created sounds that are pure SFX like laserpistol, steps or fireballs sounds.

I already found the helpful Danimal Cannon Tutorial where he explains some of his sounds for Bounty Hackers:
https://www.youtube.com/watch?v=kfh79wcpvds

, but does every one else has nice tutorials, tips or other resources for videogame sfx?
It would be a great help. smile

This could be fun...

* Laser pistols -  Really fast (LFO speed) downward pitch modulation (EDIT: this is wrong, I meant upward ramps, not downward). Like a sawtooth shape modulating the pitch. Seriously, it sounds like a laser gun.

EDIT: oh yeah, doesn't the LFO in LSDJ have a sawtooth mode?
So basically like Evil Scientist said about the V command. But try out the sawtooth.

Example: https://www.dropbox.com/s/bmhliy38i1l91 … r.wav?dl=0

* Steps - Low frequency long noise, short envelope. If you notice, when someone sets down their heel, it makes a lower pitched sound than when they finish the step, and set down the toe. So its a fast low pitch to higher pitch.

EDIT: after dinking around, I think I prefer just little tiny low pitch sounds.
Example: https://www.dropbox.com/s/58nebyhaapmwr … s.wav?dl=0

* Fireball - I made an ok fireball sound by using low frequency long noise, and going up and down on the pitch like a pyramid. A fast pyramid.

https://www.dropbox.com/s/kyg2704ntwho7 … l.wav?dl=0

Have fun.

Last edited by breakphase (Jan 6, 2017 4:17 am)

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Toronto, Ontario, Canada

Something that's always helped me in doing SFX using PSGs/trackers is to look at the waveform of a real example of the sound. If you want to make a good footstep sound, open up a real recording of a footstep and look at what makes up that waveform.

As you analyze this you're looking for a few things:

  • How does the amplitude (volume) change over time?

  • How does the pitch change over time?

  • Can you identify a general shape of the waveform?

  • Are there a lot of resonant frequencies?

Amplitude and pitch are pretty easy to edit and automate in almost any given tracker so you can simply recreate those elements of the sound in your tracker. Unfortunately, most real world sounds are not simple waveforms so you'll have to get creative about how to emulate overtones and resonant frequencies.

Fast arpeggios and pulse width modulation can sometimes be effective to get closer to the original sound and for sounds that appear extremely resonant or seemingly random you can use a noise channel to get some of the sharp sound.

Eventually through this sort of exploration you'll get a pretty good sense of what a sound is made up of without even having to open up a graphical representation of it and soon enough you'll have a whole slew of tricks for mimicking all sorts of different sounds.

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Thanks a lot guys! Your are awesome! smile

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Chicago IL

In my limited sfx experience (outside of using Chipsounds) I've got to say Famitracker's instrument editor is way better for sfx