Explosion sound effects Posted: 2008-03-21 06:36
Reply |
Quote
Sivak
Member for: 6673 days Status: Offline
#1269
Just curious: Anyone come up with any good explosion sound effects using Famitracker? I've been trying to manipulate the noise wave, but most of the stuff doesn't sound "explosion"-like but more "crackle"-like...
I can do simple sound effects like menu cursors and such, but I want to do some niftier ones. Also, I just want to get short length sounds for now.
Can ya' help? Thanks.
nensondubois
Member for: 7149 days Status: Offline
#1271
Use the DMC Channel like so.
Attachments:
Explosion.dmc (4 Kb)
Explosion 2.dmc (4 Kb)
Sivak
Member for: 6673 days Status: Offline
#1272
Well, those are okay, but I was hoping for those made with the noise wave like some games have because it has that artificial sound to it.
tadpole
Member for: 7122 days Location: Renton, WA, USA Status: Offline
#1273
The two lowest "notes" on the noise channel sound explosion-like. You could add a little bit of portamento and slide downward if you wanted.
The key here is to make a volume envelope that suits your explosion.
Dafydd
Member for: 6714 days Location: Uppsala, Sweden Status: Offline
#1274
Combine low notes on both noise and one square channel and you should get a pretty nice sound.
lpower
Member for: 7226 days Location: Berlin Status: Offline
#1306
here is a fast example of how i do it, it is simple but might work for you... don't know if it helps?
Attachments:
a-splode.ftm (6 Kb)
Sivak
Member for: 6673 days Status: Offline
#1307
lpower wrote:
here is a fast example of how i do it, it is simple but might work for you... don't know if it helps?
Wow. Some of the ones in the second frame really resemble Mega Man. That's awesome. My programming project is not going to be what I planned, but I'll keep this on-hand for a reference as it has some good ones.
Thanks kindly.
furrykef
Member for: 6599 days Status: Offline
#1308
Or you could always combine both the DPCM and the noise channels. They work really well together.
Posted: 2008-04-09 23:26 (Last Edited: 2008-04-09 23:27 )
Reply |
Quote
Dafydd
Member for: 6714 days Location: Uppsala, Sweden Status: Offline
#1310
lpower wrote:
here is a fast example of how i do it, it is simple but might work for you... don't know if it helps?
OMFG. Nice! Especially those late ones, with the duty cycle changes.
nensondubois
Member for: 7149 days Status: Offline
#1314
Why would you want it to sound artificial?
furrykef
Member for: 6599 days Status: Offline
#1317
We're making NES music here. Why would we want things to sound realistic?
Demick12
Member for: 6484 days Location: Buffalo, NY Status: Offline
#1522
I was able to get the desired effect just from the custom arpeggio. This is perfect for sounds btw...
_______________________
You now process Dracula's Rib. Good luck processing it...
Attachments:
d-explosion.ftm (1 Kb)