Name: | Pokémon: Ruby, Sapphire & Emerald - Meteor Falls / Cave of Origin |
Author: | 84GSMeister |
Added: | |
Insert Size: | 0x97E bytes |
Type: | Song |
Sample Usage: | Many |
Source: | Port |
Duration: | 0:43 |
Featured: | No |
Description: | Cave of Origin theme from GBA Pokémon games Ruby, Sapphire & Emerald Requested by Brutapode89 If you want to give the sound more "harshness" like on the GBA, best thing would probably be to disable interpolation on ZSnes's sound settings. |
Tags: | cave dark |
Comments: | 6 (jump to comments) |
Rating: |
Pokémon: Ruby, Sapphire & Emerald - Meteor Falls / Cave of Origin
SMW Music → Pokémon: Ruby, Sapphire & Emerald - Meteor Falls / Cave of Origin
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Comments (6)
C700 VST by default has "Preemphasis" enabled when importing a WAV, so it would have some high-end emphasized in order to combat the muffled gaussian interpolation. I wonder if you were using something different for BRR imports.
I use OpenMPT with C700VST Plugin, and I believe I've had the Preemphasis always enabled.
With a quick search I couldn't find any GBA ports in the Music section that would be able to replicate the GBA's authentic sound. Do you know any techniques that would achieve something similar?
C700 VST by default has "Preemphasis" enabled when importing a WAV, so it would have some high-end emphasized in order to combat the muffled gaussian interpolation. I wonder if you were using something different for BRR imports.
Listen well the music in this video
I'll renote 5/5 once it's done
On the GBA it sounds like that because it does not use sample interpolation and has only 8-bit sound depth, whereas the SNES uses gaussian interpolation and has 16-bit depth.
Maybe there are some effects that can be used to achieve similar results. Do you know any GBA soundtrack ports here that I could use as a reference?