1

(17 replies, posted in Nintendo Consoles)

Ok, so at this point I have the Banjo-Kazooie sounds. I found that the loop points were not set for a lot of the sounds, so I spent several hours setting the correct loop points by editing the soundfont using Polyphone. Then I loaded up the sounds into sforzando again (unfortunately Synthfont isn't available for macs and I use Logic), and found that I somehow messed something up.

Now, when I choose a sound to play, I hear the sound I chose on loop, but every other sound that is part of the soundfont also plays. Here is what is sounds like: http://picosong.com/jFj5/

Loading up the original soundfont, before I edited it, everything is normal. The sounds play as expected, just with terrible loop points. So it's pretty clear that I somehow caused this to happen when I changed the loop points. Does anyone know how I can fix this, or where I could find out how to fix this? Thanks! smile

EDIT: Just tested it again by starting out with the original soundfont, and making a super minor tweak using Polyphone. Same results; everything plays when I press a key no matter which instrument I switch to. Maybe there is a setting I need to turn off in Polyphone?

2

(17 replies, posted in Nintendo Consoles)

Ok, so I have Sforzando now, and I downloaded a Banjo-Kazooie soundfont. A lot of it sounds great, but there are a few things, the lower brass in particular, that sound totally off. It basically sounds like there was some sort of loop point that whoever made the soundfont tried to repair, but the result is a really choppy sounding file that sounds like it's looping several times per second. It's very choppy sounding in other words. Anyone know if there is a fix, to be honest the low brass is completely unusable in the state I currently have it in.

Aria apparently tried to convert the sound when I first loaded it in. Is that normal? Or could that have caused the issue? I can upload a sound sample if I need to.

Finally, is there a quicker way to scroll through the sounds? Right now the only way I have found is to click on the currently loaded sound and go to: Converted > sf2 > Banjosounds_sf2 > 000 > then pick the sound. The arrow keys next to the currently loaded sound's name don't appear to work.

3

(17 replies, posted in Nintendo Consoles)

Ok, so I have Sforzando now, and I downloaded a Banjo-Kazooie soundfont. A lot of it sounds great, but there are a few things, the lower brass in particular, that sound totally off. It basically sounds like there was some sort of loop point that whoever made the soundfont tried to repair, but the result is a really choppy sounding file that sounds like it's looping several times per second. It's very choppy sounding in other words. Anyone know if there is a fix, to be honest the low brass is completely unusable in the state I currently have it in.

Aria apparently tried to convert the sound when I first loaded it in. Is that normal? Or could that have caused the issue? I can upload a sound sample if I need to.

Finally, is there a quicker way to scroll through the sounds? Right now the only way I have found is to click on the currently loaded sound and go to: Converted > sf2 > Banjosounds_sf2 > 000 > then pick the sound. The arrow keys next to the currently loaded sound's name don't appear to work.

4

(17 replies, posted in Nintendo Consoles)

Ok, about to download the sample packs Delek posted, this looks sweet. But I will need to create loop points and stuff to use them? That would be annoying...

As far as soundfonts go, I've heard of them, but they seem kind of confusing. Would I just be able to somehow load a file from an N64 game and get access to the sounds? That would be super cool if I could. What is the recommended soundfont program?

Thanks! big_smile

5

(17 replies, posted in Nintendo Consoles)

Man, you guys are awesome! I've been up for over 24 hours straight due to my final exams, but I'm done now so I'll make a follow up post after some sleep! Thanks for the help so far! smile

6

(17 replies, posted in Nintendo Consoles)

Hey all,

I'm wanting to create some music inspired by some N64 games, mostly to improve my craft as a videogame composer. I really want to have authentic sounds for this type of thing, especially from games like Banjo-Kazooie, and Majora's Mask.

And if all possible, I want to access the sounds via Logic Pro, so I am hoping for something DAW friendly. I know there is a program that basically loads in SNES games, and allows you to access all of the synths used in the game. I only know that because you guys helped me find the program (I wish I could remember the name of it, but I don't have my laptop on me right now). Hopefully you can help again! ^.^

Thanks for assistance guys, this community is awesome! big_smile

atomsmasha wrote:

running the samples through chipcrusher at 16bit w/ a high sample rate will sound about as rough as the Red Book audio standard...

It didn't make sense to me either but it sounds way better than 8 bit/low sample rate. If you set the bit rate or sample rate to low numbers, the sound becomes unbearably screechy and resembles nothing that I have heard on a SNES. But if I heard the 16bit sample coming from any audio book I would demand for my money back, lol.

SketchMan3 wrote:

Maybe if you program an Impulse Tracker module with each sample you want to use played one by one individually, then use it2spc (converts Impulse Tracker modules to an SNES format) and then re-rip those samples from an emulator?

I appreciate the advice but I have no idea what this stuff means! XD

I'm still not satisfied with Chipcrusher unfortunately. I've been mostly using DMG-01 and GBA_clam with the bits set to 16 and the resample rate pretty high. I've turned off the noise. The result is ok, but it still doesn't make high quality sounds sound like something you'd hear on a SNES. Even when I put the high quality sound through a sampler to remove the realism that Kontakt adds through round robin techniques and stuff.

And sandneil, I attempt to do what you were talking about in audacity but for some reason the wav file became unusable (at least in c700) after I lowered the bit rate. Any clue why that might be happening?

Any other ideas? I wish it was possible to access the exact thing that the game makers were running samples through because I can't seem to find anything that's as accurate as I'm looking for. :c

Ok, thank you sleepytimejes! big_smile

Aly James wrote:

SNES ?, THIS! >> SPC700 Vsti

THIS IS AWESOME!!!

However... Reusing sounds from a game would be illegal wouldn't it? Or were these all just sounds from the chip? (This answer to this question is really important to me so if anyone can answer it, please help me out! big_smile)

Also, after using chipcrusher I see what people were talking about. Still though, I'm not 100% satisfied with it. Back in the SNES days, what software were the devs using to sample audio?

Is there a way I can use this C700 plug-in to load in a wav and then compress and crush it like the samples were compressed back then? What I mean to say is that I would rather not run this software through an effects processor like chipcrusher. Instead it seems like it would be better (and easier) to just load a sample into piece of software and have that software attempt to create an instrument based on one audio sample.

EDIT: Maybe soundfonts are what I am looking for? At this point I just want the ability to create dated sounding samples out of high quality sound recordings. If this is the route I need to take I'll be using this software:
http://www.kvraudio.com/product/tx16wx- … -by-cwitec

I'll check it out tomorrow... Time for bed for now. If anyone knows anything about soundfonts, please let me know! smile

Ok, everyone seems to think chipcrusher is the way to go... Would anyone be able to give me settings to make a high quality sample sound like it was sampled through a GBA? (Without sounding like it is coming through GBA speakers)

From there I'll probably just write down the settings and bounce my audio track every time I complete something (which will be really annoying) because of the 5 minute demo.

But no one has said much about SNES or N64 stuff... Is there anything related to that available?

egr wrote:

Plogue's "Chipsounds" and "Chipcrusher" sound like just what you need: http://www.plogue.com/products/chipsounds/

Chipsounds seems too dated for what I'm looking for but.. Chipcrusher looks perfect for what I need. But dat pricetag tho...

I was looking at Boy Scout earlier--I hope to check it out soon. But are there any DS or SNES tone emulators?

EDIT: Actually, after trying the demo that may not be what I'm after (though I only experimented briefly.. Stupid 5 minute trial). That mostly just seemed to generate noise and made it sound like it was coming through a speaker. What I'm actually looking for is a way to take a sample and make is sound as if it was sampled for a gameboy. In other words... I want a way to sample sounds poorly.

In the opening to this track from Wario Land 4, you can hear a vibraphone. But it doesn't sound real because the quality is degraded.
http://www.youtube.com/watch?v=V2Ce8nDKtLs

I want to be able to reproduce degraded sounds like that.

Hey everyone,

Like many of you guys... I'm a composer. I'm not really new to chiptunes, but it has been several years since I have dabbled in this sort of thing.

Now I'm composing for a retro styled video game (or at least the music needs to be retro styled) and I'm trying to figure out how to have a dated sound without going all the way back to the NES era.

There are two main things I want to do...

1.) Find software that will allow me to reproduce sounds from any or all of the following: GBA, Nintendo DS, SNES, N64
2.) Take a sample of an instrument and turn it into a really dated sounding sample library (like samples you might hear on a GBA game)

I know programs like Famitracker exist, but I can't really remember if it has more than NES. I'm hoping to find sounds that are BEYOND the NES and Gameboy era.

Any help/advice would be greatly appreciated!! smile

Note: I don't have any special cartridges for any systems, so it probably needs to be for PC/Mac/iOS.

Just for fun here is a track I made in Famitracker 3 or more years ago: http://haydendavenport.bandcamp.com/tra … -clipboard