Some of the tracks in TF4 use as many as 4 channels devoted to rhythm guitar. The guitars are layered into low and high timbres, with one being very thin but sharp and the other having a lot more meat to it. Then those are double tracked and panned, just like in a metal studio production.
1 Nov 23, 2014 8:49 pm
Re: How to make Genesis instruments sound wide/"big"? (15 replies, posted in Sega)
2 Sep 22, 2014 10:40 am
Re: Master System VST - SUPER PSG - SN76489 + (AY3-8910 EG) EXTENDED (19 replies, posted in Software & Plug-ins)
Any chance of adding MIDI velocity support to this?
3 Sep 6, 2014 6:21 pm
Topic: How was Capcom & Konami NES music made? (1 replies, posted in Nintendo Consoles)
Is there any insight or documenation on this? I think it's interesting that you can tell straight away from the sound if the music was made by Capcom or Konami, even if the composers were completely different across several games from the respective developers. Did they all use the same internally developes tools with preset instruments or something, or was it a separate coder responsible for implementing the music from the composers, who remained the same for every title?
Capcom music usually sounded technically simpler than Konami. There's also two distinct "eras" of Capcom NES music with different styles. Their 80's sound was usually harsher with less dynamics in the tones, and there was always this tiny gap between each note. This changed some time in the early 90's as the note cutoffs were eliminated, the tones generally decayed in volume more and there were the occasional tremolo-style notes.
Konami of course made use of DPCM which Capcom didn't (is there any Capcom game at all that uses DPCM?), and they had more tricks like using duty cycle changes in the transient/attacks to get more complex plucky timbres.
4 Sep 2, 2014 4:24 pm
Re: Is it possible to make good FM tom drums with YM2612? (22 replies, posted in Sega)
Using the SSG envelope can open up a lot more opportunities for drum timbres. Hardly anyone used them.
5 Jul 8, 2013 11:40 pm
Re: Time Trax prototype ripped - new Tim Follin music surfaces (5 replies, posted in Sega)
I dunno, but they sure compress well.
6 Jul 8, 2013 11:29 pm
Topic: Time Trax prototype ripped - new Tim Follin music surfaces (5 replies, posted in Sega)
I recorded a few of the tracks to .vgm which you can listen to
7 Jun 4, 2013 6:06 pm
Re: Plogue chipcrusher (41 replies, posted in Software & Plug-ins)
Shut up and take my money!
8 Jun 3, 2013 4:43 pm
Re: Mastering or straight sound? (95 replies, posted in Nintendo Handhelds)
I just applied some mastering to my straight Gameboy sound for my first record. The 2nd one all the channels were isolated, realigned, and then mixed AND mastered
Unfortunately I don't think it turned out all that well. Not that the Game Boy chip is a super-dynamic, hi-fi listening experience in the first place, but I think the added mastering on Parallel Processing makes ear fatigue kick in much quicker than usual.
9 Jun 2, 2013 9:52 pm
Topic: Irierath - new Chip/FM Metal project (4 replies, posted in Releases)
https://soundcloud.com/irierath/preview
I listen to a lot of Power/Progressive Metal and AOR. This is a new alias where I can dump all of those inspirations combined with my signature FM sound. For now all I have is this tune but hoping to get an album or at least EP ready by this year.
10 May 6, 2013 10:20 pm
Re: SEGA VST FMDRIVE YM2612 GENESIS FM SYNTH (VGM conversion soon) (121 replies, posted in Software & Plug-ins)
I am unsure if I will actually end up using it, but I donated anyway just for the hell of it.
11 Oct 24, 2012 4:12 pm
Re: fm synthesis - sources on instruction (8 replies, posted in Tutorials, Mods & How-To's)
My advice is start out with FM8 for learning the fundamentals. It has a great interface thanks in no small part to the matrix window and gives you a much better overview of how things affect eachother. Then you'll have an easier time applying that knowledge to other synthesizers like the YM2612.
12 Oct 12, 2012 12:25 pm
Re: music you make vs music you want to make (72 replies, posted in General Discussion)
Generally I limit myself to minor intervals for minor chords (like a minor with a minor sixth or seventh counting from the root note) and major for major ones. Sticking with those kinds of progressions usually gives it an uplifting feel that I like.
13 Oct 12, 2012 7:12 am
Re: music you make vs music you want to make (72 replies, posted in General Discussion)
I used to think I needed to be as smart as Herbie Hancock to make those kinds of jazzy chord progressions. But then I went ahead and did it anyway and found it works pretty well with little to no academic knowledge. Usually I'll start off with a major or minor chord, add another interval above it like a 7th and then invert the hell out of them. I don't follow any particular scale when I'm making the progressions either.
14 Jul 20, 2012 1:02 am
Re: How to add a drop? (92 replies, posted in Tutorials, Mods & How-To's)
My Game Boy was dropped down a set of stairs once. Took it like a champ though!
15 Jul 4, 2012 2:07 pm
Re: 'NoisES' Demo (32 replies, posted in Nintendo Consoles)
Any progress on this?
16 Jun 29, 2012 5:16 pm
Re: Let's talk about dance music (97 replies, posted in General Discussion)
I've lived through all the years where people attempt to shoehorn genre names into an umbrella term for dance music. Techno, electronica, electro. This only leads to confusion. EDM is a way better term and I hope it gets more widespread.
It was horrible when the term electro suddenly became so fashionable and slapped onto everything that was really just cookie cutter house. Made it more difficult to find the genuine stuff.