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Hooded Edge's not-so-edgy thread [LATEST: REMIXED A BUNCH OF REMIXES...]
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - Hooded Edge's not-so-edgy thread [LATEST: REMIXED A BUNCH OF REMIXES...]
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I finally made my first two custom themes (took me two hours, which is nothing compared to actual songs, since you gotta loop them correctly in each channel). They're "stage clear" jingles rather than actual songs.

Castlevania (Just about the whole series) - Stage Clear


Castlevania (Just about the whole series) - Dracula Defeated

Do note that I did replace the original samples with custom samples, so I might try to fix that soon if I ever plan on uploading this to here. I do plan on using these in my romhack (hence the #game in the SPCs) as my
stage clear and world clear themes
.

I wanna get some advice for this (whether it sounds good or not). Give me your best feedback!

I will have more on the way, including some updates to these ones hopefully.
- N E V E R - L O S E - Y O U R - E D G E -
Originally posted by Hooded Edge
Do note that I did replace the original samples with custom samples, so I might try to fix that soon if I ever plan on uploading this to here..
Personally, if you ask me, there aren't enough music using custom samples and I've a distaste hearing SMW music/instruments in hacks, moreso those with custom graphics/non-mario related.

Originally posted by Hooded Edge
I wanna get some advice for this (whether it sounds good or not). Give me your best feedback!

Music is very subjective so take what you want from it.


Here is what I think is good.
+ Decent Channel Volumes. If your channel volume is too low and you use a fade command, e.g. volume fade, you lose granularity.

+ Echo Buffer. Some tracks sound good without it, sometimes the ARAM is better used on samples but reverb is nearly ubiquitous in modern music and I can make a long list of reasons why to use the echo buffer.

+ Not using $FF $00 for all instruments. Doing this is fine (many games do) but at times you get more "realistic" results with varied values. $FF $00 is practically marcato for most samples.


I believe it's very good that they're sampled. I'd argue you could replace the Mario instruments but that's a nitpick. The other problem is that your SPC is rather loud and likely close to clipping the DSP output. You can mitigate this through various means but the most obvious (channel volume) is counter intuitive as I praised you for.

That ends the post. An option text block/essay explaining why high channel volumes are good or alternatively why 7F MVOL isn't too great.
Code
No echo, oversimplified schematic. Generic Mixing.

Sample[n] * ENV_HEIGHT * CH_VOLUME = CHANNEL_WAVEFORM[w]

MIXED_WAVEFORM = CHANNEL_WAVEFORM[0] + ... CHANNEL_WAVEFORM[7]

DSP_OUTPUT = MIXED_WAVEFORM * MAIN_VOLUME

Due to the commutative properties of MUL and ADD the ordering is largely irrelevant. 
What I want to show is why low channel volumes aren't good.

If the highest CH_VOLUME is 0x10 in your soundtrack you only have 15 levels of granularity on volume range. 
CH_VOLUME can go up to 0xFF so let's look at a Linear Volume Fade.
6 step crescendo at "half" starting volume, always round down (decimal)


0x00 -> 0x10

8 -> 8 -> 9 -> 10 -> 11 -> 12 -> 12 ; 60% crescendo 

1016 -> 1016 -> 1143 -> 1270 -> 1397 -> 1524 -> 1524; scaled by MVOL 127 (7f)



If you had higher channel volumes.... from 0 to 0x20, it'll be

15 -> 16 -> 18 -> 19 -> 21 -> 22 -> 24 ; 60% crescendo 

960 -> 1024 -> 1152 -> 1216 -> 1344 -> 1408 -> 1536; scaled by MVOL 64 (40)



The "SMW" crescendo is 2.8% louder but shifts more abruptly and only has 4 unique levels.
Only way to eliminate that is rely on envelope height and use GAIN for crescendo.
ADSR always starts at 0 or 127 thus cannot be used to solve our problem.
This exaggeration indirectly illustrates some limitation of the Volume Fade Command $E8 $XX $YY

MVOL does not multiply CH_VOLUME but only for the sake of example.
I am using custom sample replacements, but I had to make a separate sample group just for the trumpet @6 because its sometimes used as a bass, which does get a little annoying.

Some sound effects sound better with these instruments, like the coin sfx, but the "birdo hit" (it's what I like to call it) is a good example of something that seems a bit off but nothing too bad.

I only replaced a couple of samples too, not too many. The dist guitar @17 is still the same, as well as @13, @14 guitar, and @2. The kick @21 sounds way better than the original.

______________________

I did change the global volume of both songs (since I have a tendency to keep my volumes high. Sorry about that.) from w255 to somewhere near w205-215.

______________________
- N E V E R - L O S E - Y O U R - E D G E -
I got a newer version of the stage clear theme with the "Cowabunga" sample from TMNT IV playing at the end.


COWABUNGA
- N E V E R - L O S E - Y O U R - E D G E -
I'm back, after like five months of school and what-not. I remixed / resampled a crap-ton of songs (and ported a couple of my own).

Jesus, what did I do?

I did this mostly for fun. So enjoy, I guess...
- N E V E R - L O S E - Y O U R - E D G E -
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Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - Hooded Edge's not-so-edgy thread [LATEST: REMIXED A BUNCH OF REMIXES...]

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