Here are some chiptune tips, if you're trying to replicate the sound of an original NES.
The NES has a total of four channels. Two of those channels play a square wave, one plays a triangle (this is usually used for the bassline and bass drums), and one is a noise generator, which is good for snare drum sounds.
The NES had 8-bit sound, so if you're trying to sound authentic, you need to lower the resolution of your sound output to allow for only 256 levels. If you don't do this, you'll lose out on some of the harmonics that give it a more authentic 8-bit feel.
Set the volume envelopes on your synths so that they don't fade in or out. Generally, you want to immediately go to 100% volume, and immediately cut to 0% on release. Drum sounds are an exception for this -- I set up a simple linear decay on the noise channel for a snare drum, and it worked well.
Some NES pieces have an interesting vibrato sound in the lead instrument. This is accomplished by having 2 square wave synths, the second one about 2hz off from the first.
You can accomplish a bass drum sound with the triangle wave that slides down quickly in pitch.
That said, the way we'll go about that is to include that information with the consistent art collections (mentioned in another thread). The collections will have a set of criteria for candidates to be included, and those criteria will be viewable by everyone. It will be up to the maintainer(s) of the collection to decide whether to actually include a submission, so they can make sure the criteria were met and also check it for quality.
Here are some chiptune tips, if you're trying to replicate the sound of an original NES.
The NES has a total of four channels. Two of those channels play a square wave, one plays a triangle (this is usually used for the bassline and bass drums), and one is a noise generator, which is good for snare drum sounds.
The NES had 8-bit sound, so if you're trying to sound authentic, you need to lower the resolution of your sound output to allow for only 256 levels. If you don't do this, you'll lose out on some of the harmonics that give it a more authentic 8-bit feel.
Set the volume envelopes on your synths so that they don't fade in or out. Generally, you want to immediately go to 100% volume, and immediately cut to 0% on release. Drum sounds are an exception for this -- I set up a simple linear decay on the noise channel for a snare drum, and it worked well.
Some NES pieces have an interesting vibrato sound in the lead instrument. This is accomplished by having 2 square wave synths, the second one about 2hz off from the first.
You can accomplish a bass drum sound with the triangle wave that slides down quickly in pitch.
Here's a chiptune version of an earlier song:
http://opengameart.org/content/hold-the-line-lospec-mix
...and some tribal drums:
http://opengameart.org/content/2-tribal-drum-loops
A femur! Great for hitting other cavemen over the head. :)
http://opengameart.org/content/pixel-art-femur
Yes. :)
That said, the way we'll go about that is to include that information with the consistent art collections (mentioned in another thread). The collections will have a set of criteria for candidates to be included, and those criteria will be viewable by everyone. It will be up to the maintainer(s) of the collection to decide whether to actually include a submission, so they can make sure the criteria were met and also check it for quality.
Bart
@WTactics:
Of you've done this in Drupal in a way that integrates with views and you know of a link that explains it, please post it here. :)
@Robin:
I'm sure that would go over well. :)
Can you get me a beta key? :)
Yes. The licenses there are a choice. You can use it under whichever one you prefer.
Also, I'm thrilled to hear someone is using this piece of music. Let me know when it's in the game. :)
Peace,
Bart
Hi!
Very nice work, particularly on the pathfinding. :)
I'm running Firefox 3.6.4 on Fedora 13, and there are 3 issues that jump out at me:
Peace,
Bart
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