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Posts by Archbishop Weeble-Wobble

Archbishop Weeble-Wobble's Profile → Posts

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So, I’m quite new to smw music making. I’ve got enough knowledge to make music, but I’m still trynna wrap my head around things like ADSR commands and audio effects. For a song I’m recreating, I’m using the smw plucked bass for a baseline (@14 for reference). I was able to use an ADSR command as well as the instruments command to change the sound of it a bit already (aka I got lucky while messing with values #w{:>}), but I have NO idea how to get the baseline to sound more muffled. I’ve tried reverb, but it’s not quite giving the desired effect. Any ideas how to go about this? I’m happy to provide more info if this is a bit vague.
Check this out:
i]italics baby</i>
Thanks! I'll give it a go with the spc700 player. Appreciate the advice and examples a bunch.
Check this out:
i]italics baby</i>
Originally posted by KungFuFurby
I'll chime in. Using zero EDL (echo delay) is an ideal method to start on the effect, but I find fooling around with EFB (echo feedback) and EVOL (echo volume) to be among the things that can affect the end result.

A low-pass effect is doable, but the problem with muffled-sounding results is that it is supposed to filter out higher frequencies... unfortunately for me, I end up instead producing more of a bass boost effect without touching the MVOL DSP registers.

The closest I've ever gotten to producing a muffled result involves the MVOL DSP registers as well as the EVOL DSP registers and the FIR coefficients, which affects everything (and you can mute through EVOL and filter the echo output on individual channels through EON without affecting things from MVOL, but you can't do individual channel filtering on MVOL). This is problematic because it affects the sound output for channels you didn't mean to filter in the first place. The way I produced the effect is to set the MVOL DSP (IDs $0C and $1C), registers to zero, the EVOL DSP registers (IDs $2C and $3C) and all of the FIR coefficients (IDs $0F, $1F, $2F, $3F, $4F, $5F, $6F and $7F) to $10.

I find hi-pass effects where filtering out lower frequencies from the entire sound output more doable because I use negative values to cancel out the positive values. That's done by setting the EVOL DSP registers (IDs $2C and $3C) to $7F and then setting any one FIR coefficient to $81 to start things off. The effect varies depending on the one you choose.

If you don't want to use the echo buffer, another way to muffle your sound, kind of, is by reduction of the sample rates of the BRR samples. This will affect your pitch bases, and loop points may not translate nicely due to divisibility problems. I recommend using half sample rates incrementally speaking to ease divisibility problems (unless the loop points are on a spot that is not divisible by two BRR blocks).


Wow this is a lot of info! Very much appreciated. For now, I'll try the echo delay method for now since I'm still trynna understand all these SNES music technical bits, but I'll definitely have to look into the EFB and EVOL method when I get better at this stuff. Thanks!
Check this out:
i]italics baby</i>
Originally posted by musicalman
That stuff KungFuFurby mentioned is driver agnostic, it will only help you if you can translate the advice to AddmusicK commands. From your posts, it still sounds like you're pretty new to the process, so I wouldn't stress yourself about it just yet. It's useful information but primarily for a more advanced user.

What song are you trying to port, what kind of muffled sound are you going for? Many smw instruments have a muffled sound for me, so perhaps a different smw instrument would be more appropriate?


Yeah, like I said I'll probably stick to easier methods for now since I'm newer to this stuff. I'm trying to port Sonic 3's Special Stage Theme - I've got the main melodies down and even the bassline melody, but the bass in the original theme is not as defined or "sharp". @14 has a really nice bass guitar sound, but the picking sound of the string is kinda sharp and I've been trynna drown it out. If you got any other bass ideas, I'd be more than happy to hear em.

Here's a link to the song for convenience: https://www.youtube.com/watch?v=vv3Z_TNFw8Q
Check this out:
i]italics baby</i>
Originally posted by Torchkas
two methods:
1.
what you'll need:
FIRcon
FIRcon is a japanese program that shows you, upon entering, how your FIR settings will affect the frequency range of the echo.
You'll notice 8 values labelled FIR. This is what your final FIR parameters are in decimal code.
There are also two buttons, the left one applies a rough estimate of the red lines to act as an equalizer.
The right button copies the FIR code in hexadecimal to your pastebin.
You can also manually change the parameters with the buttons available, or put it in manually.

A good FIR for your needs would be to drag the first two red dots (left-to-right) to the top left, and all the other red dots to the bottom left.
Apply with the left button, then you can copy it to hexadecimal with the right button.

$F5 $08 $08 $08 $07 $07 $06 $05 $05

For a more extreme filter, you have to manually change the parameters to get the shape you want. On the blue line The higher the difference between left (meaning low) frequencies and right (meaning high) frequencies, the more exaggerated your result. The first value is the approximate loudness, the values after are sine waves that influence the frequencies. You can look up online how this gets calculated exactly, though you will learn by trial and error.

$F5 $0e $14 $0e $11 $15 $12 $12 $12

Then, you need to use an echo command with a delay of 0.
$EF $00 $7F $7F
$F1 $00 $20 $01
$F5 $0E $14 $0E $11 $15 $12 $12 $12

$F4 $03 on the channel you want to enable echo.
The $00 echo flags can be used as well. (bitwise, so $01-$08 are the first channesl $10-$80 is the last channels.)
The $20 feedback will determine the strength of the effect.

My VLDC9 abstract map song uses this method, for reference.

2.
Method two is to dump the slap bass effect, then to lower the sample frequency using a wav editor.
This is a bit more advanced, and if you want to stay unsampled it's probably not what you're looking for.
Nevertheless there is a tutorial that shows you how to make brr samples on the site already.


Oh wow I didn't expect to see you here! I will definitely look into FIRcon in the future, I didn't realize such a software existed - thank you for sharing!
Check this out:
i]italics baby</i>
So basically, I'm making an original song and wanted to use echo to give the song a kind "cave" feel.
So far, I have 3 channels in use: channel 0, channel 1, and channel 2. I have an echo command which works successfully for channels 0 and 1, but the second echo command which is applied to channel 2 doesn't appear to work. I tried adding "$f4$03" above channel 2 to see if the echo was disabled for some reason. When SPC player opens, it shows that channe; 2 has echo, but I can't hear any difference.
My questions are 1) Can 2 echo commands be used in the same song at the same time (for different channels)? and 2) If the answer is yes, why is channel 2 not making the desired effect? Here is what my code looks like minus the actual melodies:

$EF$03$20$E0
$F1$04$30$01

#0 w255 t51
@30 v200 o1

(Music Stuff Here)

#1
@30 v200 o3
$ED$7F$F2

(Music Stuff Here)

$EF$04$20$E0
$F1$06$80$01

#2
@31 v100 o6
(Music Stuff Here)

In case there's any confusion, $EF$03$20$E0 $F1$04$30$01 is applied to channel 0 and 1, while
$EF$04$20$E0 $F1$06$80$01 is applied to only channel 2. Unfortunately, I can't get this second one to work.
Any help is greatly appreciated #tb{^V^}

EDIT: Accidently applied the first echo to ALL channels. I've corrected the code and fixed the post a bit. I'm still having issues with the echo though lololol #smrpg{ohno}
Check this out:
i]italics baby</i>
Originally posted by brickblock369
Echo is global - only one set of attributes can be applied at a time across all channels.
For $F4$03, put it below the channel mark. Besides, it only turns one channel's echo off or on.


Ahh understood. Thank you.
Check this out:
i]italics baby</i>
I've attached a youtube video of the song I'm referencing. Does anyone know if the instrument that plays a melody at 0:27 is a SMW vanilla instrument or a custom sample? It reminds me of the SMW clarinet but I don't think it's the exact same.
Can someone help me out?

https://www.youtube.com/watch?v=6-gj9Y1sft4&t=29s
Check this out:
i]italics baby</i>
My birthday is Sept 14th, 2004 or in other words... today!!

╔═ *. ·:·. ✧ ✦ ✧ .·:·. * ═╗
Happy birthday to me #tb{^V^}
╚═ *. ·:·. ✧ ✦ ✧ .·:·. * ═╝
Check this out:
i]italics baby</i>
Originally posted by Enan63
Happy 18th Birthday to me!!!!!!!!!!!!!!!!!! #smw{^_^} I am finally now an adult!!! Happy 18th Birthday to me!!!!!!!! #smw{:TUP:}


Happy birthday to you!! You only get older and older from here on out lol #tb{XD}
Check this out:
i]italics baby</i>
What a fun contest! Congrats to everyone who entered (including myself #tb{^V^}).
Was quite surprised to place 11th - very happy with the results considering SFC5 is the first contest I've ever done on smwc.
Once again,
Congrats Everyone! #smw{:TUP:}

And shoutout to KungFuFurby for porting the entire Conan NES soundtrack
Check this out:
i]italics baby</i>
✧・゚: *✧・゚:* Congrats mosts winners! ✧・゚: *✧・゚:*

Thank you everyone for the different category votes, it made me very happy!
Glad to see I've made an impression on smwc #tb{^V^}. I'm also glad people enjoy my username - it's a high title, after all.

Love y'all smw folks! #smrpg{cool}
I was wondering if anyone could help identify the name of a specific smw instrument in the following song:

https://www.youtube.com/watch?v=qEGRE-0EmMc

The instrument starts playing at around 0:33. It's got quite a trumpet sound, but heavily reminds me of @4, making me think this is a version of @4 with custom tuning.

Can anyone lend a hand? Thanks.
Check this out:
i]italics baby</i>
File Name: New Super Mario Bros. Wii, Underwater
Submitted: by Coding_Wizzard
Authors: Coding_Wizzard
Insert Size: 0x082F bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 1:27
Featured: No
Description: A nice, calm song from NSMBW. Obviously works great in underwater levels. Fixed wrong file!
Tags: calm, underwater
SPC
I have to reject this port due to several issues I found:

• There are a lot of instruments missing from the original song (e.g. the xylophone, vibraphone) especially since @0 is the only instrument used. When porting a song, it's a good idea to use multiple different instruments.
• The mixing needs some work. The higher notes and background harmonies are louder than they need to be.
• There are note inaccuracies in the bass and melody - some of the bass note pitches are incorrect, and there are several notes in the melody that aren't held for long enough.

Also, some quick helpful tips:

• There are several instances of "8^16^32^64 o0 r64" notes being used. This looks like a conversion quirk, and so these should just be rounded up to quarter notes.
• o0's are redundant and should be removed.
• The tempo doesn't need to be defined in every channel.
• The end of the song you included is nice, but because it isn't part of the original song, it may be appropriate to use the "remix" tag.

Given that this is your first port, I recommend you check out Wakana's porting tutorial. Don't be scared to ask questions on the music forums either. Good luck! #w{=3}
Check this out:
i]italics baby</i>




Although some improvements have been made, I have to reject both of these, each for different reasons.
SPCs: Drought | Regi Battle

Pokémon R/S/E - Drought

• The bass notes are in the wrong key, unfortunately making the entire bassline incorrect.
• The tempo is now slower than the original. The original plays at approximately 78 BPM.

Pokémon R/S/E - Battle! (Regirock/Registeel/Regice)

• The beginning high notes from around 0:00-0:05 are detuned.

Some additional important notes for R/S/E - Battle! (Regis):

• The high notes in channel #2 could be a little bit quieter.

• The channel allocation needs some improvement. There are times when SFX channel #6 is used when a non SFX channel is free,
and when an SFX channel is required, an important instrument should not be placed here - you should move the bass to
another channel as this is an important instrument for the song.

• I noticed a couple of missed opportunities for loops which would optimize your MML more and help save some space.
i.e. c+rc+c+ag+c+rc+c+ag+c+rc+c+ag+ -> [[c+rc+c+ag+]]3.

Feel free to reach out if you have any questions. Good luck! #w{=)}
Check this out:
i]italics baby</i>
File Name: Lipps. INC. - Designer Music (Grafith Version)
Submitted: by Papangu
Authors: Papangu
Insert Size: 0x03D4 bytes
Type: Song
Sample Usage: None
Source: Port
Duration: 0:53
Featured: No
Description: grafith's FLASHBACK!!!! I made it from the band Grafith's version because I wanted to make it cool!! so it came from my thoughts.



reference: https://youtu.be/V-BpGXzTNgY?si=Dmayf9a6gqzfYucx&t=19



0:19 to 1:13
Tags: athletic, introductory, level
SPC
I am rejecting this port for a couple of reasons.

• The bassline in this port does not match the original reference.
For example, [d4r4<arar>]8 is incorrect.
The notes inside should be something like [d4r8d8<arar> d4d8d8 arar] or in your case, simply [d4rd<arar> d4rd arar] works too.
Loop counts may have to be adjusted accordingly.

• There are some mixing issues in this port. The harmonies at around 0:24 until the end are quite loud. There are also a couple instances where some notes suddenly play quite loud due to multiple channels playing the same notes simultaneously.
This happens at approximately 0:44 and 0:47.


Some additional things to note/fix before resubmission:

• The channel allocation could use improvement.

From around 0:24 until the end of the port, you have a melody playing in channel #6. Important instruments/sounds like melodies, baselines, and main percussion ideally should not be placed in SFX channels (channels #6 and #7) since in-game SFX will cause these channels to cut out.
I also noticed there were instances where channel #0 was free, but SFX channels were still being used. Only use SFX channels when necessary.

• The left and right echo volumes should be fixed. When added, they should equal around $FF.

• You may want to consider changing the tuning of the port to match the reference you linked. In the original reference you used, the song is slightly detuned. However, in other versions of Design Music (including a live version by Grafith), the song is not detuned. It just depends on what specific version of the song you'd like to port.

If you have any questions about this, feel free to reach out. Good luck! #w{=)}
Check this out:
i]italics baby</i>
(restricted)
Top 3?? Yippee! Congratulations everyone! #tb{^V^}
SFC6 was crazy! So many wonderful pieces were entered in. I found the challenge category particularly incredible this year.

It was a joy to have the chance to work with both  icrawfish and  bebn legg in the originals category - I am beyond pleased with the music we cooked up. I happened to start off both of the original pieces, and then with the help of Bebn's music skills + unsampled sorcery and Crawfish's out-of-this-worldly (get it cuz space? bwahah) ability to make a groove, both of the pieces were brought to life.
Couldn't have done it without these wizards, so big shoutouts to them.

I'm also happy I managed to fit in a solo challenge piece before the deadline! It was composed fairly quickly, and could use some improvements for sure, but hey that's part of song writing! It was great to get feedback from listeners.
Check this out:
i]italics baby</i>
(restricted)
File Name: Ja qu me Ensinou da Beber-Barõees a Pisadinha
Submitted: by Nandinholinduu
Authors: Nandinholinduu
Insert Size: 0x bytes
Type: Song
Sample Usage: None
Source: Remix
Duration: 02:39
Featured: No
Description: Canção animada, obina com tudo
[SPC nonexistent]

SMWC's music section only allows the uploading of SPC audio files. This means any standard audio files (such as MP3's, WAV's, OGG's, etc) are not valid submissions.

A valid music submission is a .zip file containing a text file of the song (TXT file), any external samples used in the song (BRR files), and an SPC file of the song.

Please read through the music submission guidelines before making another submission.
As a commenter mentioned already on your submission, Wakana's Porting Tutorial is a great way to learn how to create or port SPC's.

Good luck! Feel free to reach out if you have any questions. #tb{^V^}
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