49

(14 replies, posted in Nintendo Consoles)

i know its an old topic, but i cant find an accurate way to imitate
"snesverb". i imagine some imoulse response could work. generally
i use soundfonts with an echo effect, but it doesnt seem to represent
the sound very well.

little-scale wrote:

19 units shipped today.

emails sent out.

there are 5 units left to be built and tested.




oh boy!!!!

51

(1 replies, posted in Software & Plug-ins)

nvm. it recieves midi from c3, not c5...

52

(1 replies, posted in Software & Plug-ins)

anyone have any luck controlling the noise channels in ableton? i used to do it using reaper, but ableton never gets it right.

not yet either, but he's been releasing some wicked m4l patches to keep me busy until it arrives.

54

(17 replies, posted in Nintendo Consoles)

DUNGEONMASTER wrote:
Chainsaw Police wrote:

compatibility mode

is that a command line function ? because id rather play back the files
on a tracker.

like with openspc.

55

(17 replies, posted in Nintendo Consoles)

Chainsaw Police wrote:
DUNGEONMASTER wrote:

right, but i cant get it to run on my 64 bit win7. any other options?

compatibility mode

is that a command line function ? because id rather play back the files
on a tracker.

56

(17 replies, posted in Nintendo Consoles)

snessor works perfect on win 7 64. for me. if anyone is curious...

57

(17 replies, posted in Nintendo Consoles)

right, but i cant get it to run on my 64 bit win7. any other options?

58

(17 replies, posted in Nintendo Consoles)

also, how do you rip sound effects not buried in the track  ? theres really awesome atmospheric pads in secret of evermore...

59

(49 replies, posted in Collaborations)

how about ableton velocity if/then chains ? ive been playing around with soundfonts with this method.

60

(17 replies, posted in Nintendo Consoles)

justinthursday wrote:

You're my hero just for wanting to do that. Been wanting to do a song based on the phantom train for awhile.

i really like field style recordings in electromic music.
wasnt there a square rpg with cricket sounds ?

61

(17 replies, posted in Nintendo Consoles)

Saskrotch wrote:

if you want to be as close to possible to something someone else has already done why don't you just sample it and call it a day

i know ! i want to learn how the effect works though.

62

(17 replies, posted in Nintendo Consoles)

Augustus Blackheart wrote:

Not sure if this helps as I've never used any soundfont synths but this is more or less what's going on:

http://www.morganleahrecords.com/augustus/xm/train.xm


That's exactly what I wanted to see. Its the second percussion hit I was missing.

63

(76 replies, posted in Nintendo Handhelds)

SKGB wrote:
DUNGEONMASTER wrote:

Back when OJ JUICEMAN was a regular contributor to the brick squad mafia, and DJ HOLIDAY was on his game, he used to have this signature high hat roll that slowed... It started off really fast (R01), but slowed seperate from the global tempo. I understand that a lot of the 808 hats were emulated in various DAW's, so it wuld be pretty easy to isolate the tempo to a track and just roll with it on a trigger command. But Ive been trying to figure out a good lsdj groove shift to emulate that for a while.

D command, homie

dang. i dont know why i always forget that one. trying it now!

64

(76 replies, posted in Nintendo Handhelds)

ant1 wrote:
DUNGEONMASTER wrote:

Ive been trying to figure out a good lsdj groove shift to emulate that for a while.

well groove doesn't affect the speed of the retrigger command at all, so good luck sad

i know. and txx commands are always global.
the closest i can get is to spell out the hats manually in a table and shift the groove around