Banner
Views: 943,525,533
Time:
13 users online: Abdu, Bullymario, E-man38, elusive, Gurjinter, Hwailaluta,  JamesD28, Jest, katun24, NewPointless,  Sayuri, syogayaki, zltc - Guests: 120 - Bots: 62 Users: 52,464 (1,986 active)
Latest: JumpyIsAHacker
Tip: If you plan on making long levels, be sure to include multiple midway points.
Not logged in.

Song Title

    100%
    Details for Sonic CD - Wacky Workbench Zone (Past)
    SMW Music - Sonic CD - Wacky Workbench Zone (Past) Link - Show random
    You must enable JavaScript to preview files in this section without downloading them.
    File Name: Sonic CD - Wacky Workbench Zone (Past)
    Added:
    Version History: View
    Authors: bebn legg
    Insert Size: 0x44F bytes
    Type: Song
    Sample Usage: Light
    Source: Port
    Duration: 1:43
    Featured: No
    Description: The rhythmic and happily industrial Past music from Wacky Workbench, and one of my favourite Past songs. Due to its happiness and somewhat silly tone, it's probably best for levels that don't take themselves too seriously.

    Includes a version that has pitch modulation (with three options) in order to better replicate the lead whistle thing, at the cost of more SFX cutoff.

    [2020-09-19] UPDATE: Tweaked the tuning of some samples, fixed a few panning oversights, got rid of some volume fades that I seemingly invented, and added @1 and @13 options for pitch modulation (alongside the original @0.)
    Tags: airship, castle, industrial, mine, mountain, switch palace
    Rating: No rating
    Preview: Play SPC
    Download: Download - 118.47 KiB
    178 downloads
    bebn legg
    Originally posted by AnasMario130
    Originally posted by bebn legg
    Originally posted by AnasMario130
    As for the SFX cutoff, channel #5 is less prominent than channel #6. Why not swap them around? (nice port, by the way)

    I guess it's just personal preference, as I find it more jarring when bass drums/snares cut out compared to hi-hats, even if there's more of the latter. (Also thank you!)


    Uh, doesn't that sound ironic or did you misword yourself? That doesn't sound right.

    What I mean is that since the bass and snare keep the beat, having them cut out feels more noticeable to me. Also, the higher number of hi-hat notes means that the the hi-hat restarts faster once a sound effect stops playing.

    Again though, this is just my opinion.
    Posted by:  bebn legg - | Link
    Anas
    Originally posted by bebn legg
    Originally posted by AnasMario130
    As for the SFX cutoff, channel #5 is less prominent than channel #6. Why not swap them around? (nice port, by the way)

    I guess it's just personal preference, as I find it more jarring when bass drums/snares cut out compared to hi-hats, even if there's more of the latter. (Also thank you!)


    Uh, doesn't that sound ironic or did you misword yourself? That doesn't sound right.
    Posted by: Anas - | Link
    bebn legg
    Originally posted by AnasMario130
    As for the SFX cutoff, channel #5 is less prominent than channel #6. Why not swap them around? (nice port, by the way)

    I guess it's just personal preference, as I find it more jarring when bass drums/snares cut out compared to hi-hats, even if there's more of the latter. (Also thank you!)
    Posted by:  bebn legg - | Link
    Anas
    As for the SFX cutoff, channel #5 is less prominent than channel #6. Why not swap them around? (nice port, by the way)
    Posted by: Anas - | Link

    The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

    Copyright © 2005 - 2021 - SMW Central
    Legal Information - Privacy Policy - Link To Us


    Menu

    Follow Us On

    • YouTube
    • Twitch
    • Twitter

    Affiliates

    • Super Mario Bros. X Community
    • ROMhacking.net
    • Mario Fan Games Galaxy
    • sm64romhacks