An interesting technique used in Mc. Kids / Mcdonaldland is putting an accent at the start of the arpeggio, so you end up with a squence like this: 24 12 | 0 0 4 4 7 7 Level Theme 1
Starting from 0:07 you can hear arpeggios like that.
An interesting technique used in Mc. Kids / Mcdonaldland is putting an accent at the start of the arpeggio, so you end up with a squence like this: 24 12 | 0 0 4 4 7 7 Level Theme 1
Starting from 0:07 you can hear arpeggios like that.
Interesting, Stello Doussis does that as well for Ottifanten and Happy Hippo. I probably should take a look at that McDonald's game soundtrack when I got time...
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Another thing: Euro composers often do not use DPCM as percussion (although I do.) What I have attached is an FTM that shows how to get DPCM-like percussion without using actually DPCM. It uses a combination of the triangle wave and the noise function. Have the Triangle wave create a small kick, which will serve as the drum's kick. Then, have some white noise play at the same time, which will serve as the drum's decay. Neil Baldwin was the absolute master of this on NES. This trick was also used on C64.
Yes, that one is pretty well known. I often use the Triangle in combination with a fixed arpeggio so I can still use it as a melodic channel. As soon as there's also a noise percussion, you almost won't notive the missing frames in the bassline.
Plus, thank you very much for your arpeggio techniques Like I reviewed on your soundtrack, your arps use very good duty cycle modulation.
What about the 0XX effect makes them not appealing? They work fine.
- Limited to 0-15 semitones above current note (I for one would rather have the arpeggio semitones below current, as the highest tone tends to dominate the perceived pitch)
- They iterate too fast (once per engine cycle) for a lot of uses (most 2- or 3-note arps I see change notes every 2 cycles)
Excactly, the point of this thread was to gather techniques for arpeggios that sound nicer than the default 0xy (or a "| 0 x y" arpeggio macro for that matter). Of course you can round up the 0xy with a volume envelope, but another technique I stumbeled upon was to use following macro:
"| 0 y x x y 0" (whereas y > x). I don't know why or how, but this sounds quite like a Commodore 64 arpeggio
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You can also do that with the OXX effect and an altrinating VXX effect. Now, granted, there alot of things you can do with the instrument editor that you can't with the 0XX effect, such as a | 0 0 2 2 7 7 effect, which Jeroen Tel was a fan of when he made NES music back in the day.
I like to abuse it too (see the included file, it's a soundtrack for a game I did) but I didn't know you could go THAT far with just the 0xx effect. I feel a little sucky now
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