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I'm looking to get an SNES-styled sound without having to rip samples off of ROMs. I have some roland sound canvas/cheesy orchestral soundfonts in Live and was wondering if I could pull off an "snes-esque" sound using those. I'm guessing I need to downsample them somehow, and apply the signature crap snes reverb. anyone have any ideas or think this is possible?

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Yes.

I have a synthedit vst that is supposed to emulate the master bus of a snes, but its on my computer that is being shipped to my new house.. it down samples and adds that crappy verb.. will try to upload it when i get a chance..

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Ciudad de méxico, MX

have you tried using a snes soundfont? never tried myself, but people get good results with it.

http://woolyss.com/chipmusic-soundfonts.php

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Chicago IL

or
http://www.snescentral.com/article.php?id=0810

http://snes.mukunda.com/

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Milwaukee, WI

Yeah XM2SNES or there are even MIDI converters.  You can play them back on a SNES with a flashcart which is cool, but some players make things like this.

http://www.youtube.com/watch?v=Dm9TLXRW … re=related

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herr_prof wrote:

Yes.

I have a synthedit vst that is supposed to emulate the master bus of a snes, but its on my computer that is being shipped to my new house.. it down samples and adds that crappy verb.. will try to upload it when i get a chance..


Awesome thanks!


I can't seem to run xmsnes, follow the instructions open the .exe and...nothing pops up.

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Russia, Moscow

Don't forget that all the samples on SNES are ADPCM-compressed (so called BRR compression), loop points are aligned to 16 samples, and max sample rate is 32000. 16000 is more realistic rate, because with 32000 you can fit only 3.5 seconds of sound into the memory, and you also need place for code, music data, and echo buffer there. So you can resample your samples to 16000, then use this tool to encode samples into BRR and decode them back to WAV, this will degrade sound quality to SNES level.

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Brunswick, GA USA
Shiru wrote:

Don't forget that all the samples on SNES are ADPCM-compressed (so called BRR compression), loop points are aligned to 16 samples, and max sample rate is 32000....

This.

Most of the SNES "tone" comes from tightly looped, high pitched samples meant to save space in the cart, so sample super high C, and see how tight you can get the loop. (Same is true for old-school SoundBlaster AWE SoundFonts.)