It's actually not that hard to read "the MML-data" in a song. The thing is you'd have to convert it back to AMK-format (in the case of AMK ports) and other games obviously don't use the AMK engine.
If I recall correctly VitorVilela even made a simple tool that tries to convert N-SPC songs into AMK format.
AddmusicK lets you go up to $0F, actually, but there is a catch: The higher your echo delay is, the more space you need for the echo buffer, and the more space you need for the echo buffer, the less space you have for music and samples. If you're just using the original samples, depending on how big your music is, the default sample bank should put you up to about $A400 or so in ARAM, which is enough for an echo delay of...$0B. But you can instead use the optimized sample bank, which should give you plenty of space. If you're using custom samples, you'll definitely want the optimized bank. The tool should tell you if the combined size of everything is too large when you try to insert the music.
AddmusicK lets you go up to $0F, actually, but there is a catch: The higher your echo delay is, the more space you need for the echo buffer, and the more space you need for the echo buffer, the less space you have for music and samples. If you're just using the original samples, depending on how big your music is, the default sample bank should put you up to about $A400 or so in ARAM, which is enough for an echo delay of...$0B. But you can instead use the optimized sample bank, which should give you plenty of space. If you're using custom samples, you'll definitely want the optimized bank. The tool should tell you if the combined size of everything is too large when you try to insert the music.
Alright! Now just to read up on samples! ...a topic I've been putting off forever, heheh! :B
I'm pretty impressed with what I've done so far without samples though, hurhur! c:
here is the txt. File. I noticed lots of repeated stuff...Can someone show me exactly on this .txt one example for a loop? Otherwise the file size would be immense.
That'll help minimize the insert size, but song looping can differ like what Lui said based on the shortest channel, sometimes programs like tinymm will shorten channels due to rests at the end of them. You might want to look for the channel that plays notes through to the end and then put rests at the end of the other channels.
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I'm using this port, but I have a problem with it: Whenever I spinjump, the spinjump sound gets glitched. However, if I normaly jump it sounds normal. Can somebody help me?
Well it's not gonna sound exactly the same unless you sample port it. It's all trial and error. You gotta keep testing various instrument patterns, from the sound of it till you develop an ear for how songs might sound in SMW, @17 might not be a good instrument for the melody there I personally think. Everything else in it seems ok notewise.
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Alright... So basically I'm trying to figure out how I could go about making a sound effect that plays a voice sample, and then insert it with Addmusic so that it plays on the "-Nintendo Presents-" screen. But I'm not sure how exactly to go about doing this...
The actual creation the the sound effect... that is.
Yeah, it's pretty much the "GO!" sample from Sonic 3. Well, taken from its original source so it's in slightly higher quality...
If you mean the actual clip itself, knock yourself out
Um...is it actually possible for the exact same 16-bit pitch value to indicate two different pitches in two different games? Because I ripped a sample from Live-A-Live to use in SMW, and for some strange reason, even though I tuned it so the pitch value is the same, 0985, that 0985 apparently indicates a G in the source game and a C-sharp when that sample is played in SMW. I wouldn't have thought the DSP could even do such a thing, but...now I don't know. If that's true, then that adds a whole new layer of complexity to sample tuning.
Okay, never mind...I'd forgotten that that particular sample came from a different SPC. Carry on. (Though I still haven't quite found a suitable overdriven guitar sample...)
It sounds too... plain? Like something from the legacy music times. So, I cannot submit it as-is. But I have no idea how to make it better?
EDIT: I'm sorry I can't describe it better than that, even though it's the rules. I'm terribly sorry, but I don't understand anything myself and the only thing I know is that it's not good enough to be accepted. I don't even know why I bother trying. I simply cannot become good at this, at least not with the crippling lack of tutorials going further than "put in tinymm, here's a list of basic commands, have fun". For me, it's like giving someone a list of ASM opcodes and then ask him to make a homebrew ROM from scratch. It simply cannot happen.
Try experimenting with stronger instruments, like @4 and @6 (if used with strong ADSR like $ed $7e $e0), raising the volume of the percussion and redefine the instrument for every note, or they will lose its pitch (note that this only happens with percussion) after playing the first note. So you have to do this:
If it still isn't enough for you, maybe using a different midi with more stuff may do? There are some with more than one channel for percussion, and with background strings to make it sound less empty.
Oh, and adding echo may make it sound better, just make sure it isn't too strong. Try with this one:
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