Video Game sounds?
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- KVRer
- 1 posts since 26 Sep, 2004
Does anybody know where I can come by some video game type of samples? I have the 8-bit Family sample CD, but it really just contains lo-fi organ and electic piano type of sounds (which are nice, but not exactly video game sounds).
I am using Logic 6-Pro, so if anyone has achieved these type of sounds on the ES1, ES2, P, or E synths and wouldn't mind sharing presets, you would surely make my sunday!
Thanks everybody!
-Josh[/quote]
I am using Logic 6-Pro, so if anyone has achieved these type of sounds on the ES1, ES2, P, or E synths and wouldn't mind sharing presets, you would surely make my sunday!
Thanks everybody!
-Josh[/quote]
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- KVRAF
- 6937 posts since 4 Jun, 2004 from Utrecht, Holland
Try the VSTi called VOPM. Very good emulation of the Yamaha chip used in SEGA arcade machines like OutRun. Getting the right sounds is a pain though...
There also are VSTi's that do MSX, ZX-Spectrum, Comodore-64 and GameBoy emulations, can't remember the names. And ofcourse the Nokia Audio Suite (todays polyphonic phones sound very much like arcade games)
You can construct the sound types yourself in most synths by keeping it as simple as possible. Only one oscillator, set it to saw or square wave, do not use the filter or velocity.
There also are VSTi's that do MSX, ZX-Spectrum, Comodore-64 and GameBoy emulations, can't remember the names. And ofcourse the Nokia Audio Suite (todays polyphonic phones sound very much like arcade games)
You can construct the sound types yourself in most synths by keeping it as simple as possible. Only one oscillator, set it to saw or square wave, do not use the filter or velocity.
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- KVRist
- 440 posts since 11 Jul, 2003
I'm afraid VOPM is PC only...
You can achieve nice video games sounds with almost any synth. Use a single oscillator square wave( most 8 bit computer's/Console's music chips which were not based upon FM were using Square waves for the lead), in mono with a fair amount of portamento. Leave the filter open for a maximum gross sound. Add a bitcrusher on top of the synth to get the typical 8 bit rawness and deterioration.
Try the triangle waveform played in the low registers, still with a bitcrusher on, to achieve the typical NES bass sound.
To mimic 8 bit sfx, you should use a single oscillator, square wave with a lfo routed to the pitch.
Of course, It may be a bit tricky to achieve some very peculiar sounds like the typical SID detuned sound, but if you keep it simple, you could get some very nice bleeps and blops out of any synth.
You can achieve nice video games sounds with almost any synth. Use a single oscillator square wave( most 8 bit computer's/Console's music chips which were not based upon FM were using Square waves for the lead), in mono with a fair amount of portamento. Leave the filter open for a maximum gross sound. Add a bitcrusher on top of the synth to get the typical 8 bit rawness and deterioration.
Try the triangle waveform played in the low registers, still with a bitcrusher on, to achieve the typical NES bass sound.
To mimic 8 bit sfx, you should use a single oscillator, square wave with a lfo routed to the pitch.
Of course, It may be a bit tricky to achieve some very peculiar sounds like the typical SID detuned sound, but if you keep it simple, you could get some very nice bleeps and blops out of any synth.
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- KVRAF
- 3378 posts since 27 Feb, 2004 from Paris (france)
what about that ?
http://www.sounds4games.com/freesamples ... 8fd10bbc7a
http://www.sounds4games.com/freesamples ... 8fd10bbc7a
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- KVRAF
- 7886 posts since 24 Feb, 2003 from Earth, USA
Bitcrusher in Logic will certainly help to achieve that 'video game' sound. All the other suggestions are spot on as well. Single Osc is what you want. Triangle, sine, square wave forms, plus 'noise'. That pretty much sums up the Nintendo 8 bit right there.
The rest of it is playing technique. Since all of that will be more or less step seqeunced, you need to figure out how the song was created, because you already have the raw sounds themselves with ES1 or ES2.
Devon
The rest of it is playing technique. Since all of that will be more or less step seqeunced, you need to figure out how the song was created, because you already have the raw sounds themselves with ES1 or ES2.
Devon
Last edited by DevonB on Tue Sep 28, 2004 12:52 pm, edited 1 time in total.
Simple music philosophy - Those who can, make music. Those who can't, make excuses.
Read my VST reviews at Traxmusic!
Read my VST reviews at Traxmusic!
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- KVRer
- 4 posts since 14 Aug, 2004
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We have all the nics VSTi's from Tweakbench:http://www.tweakbench.com/instruments.php (http://www.tweakbench.com/instruments.php)
"triforce", "toad" and "peach" might be your thing.
Don't forget the "Quantum 64" linked here:
http://www.kvr-vst.com/get/311.html (http://www.kvr-vst.com/get/311.html)
or if you have som $$$ the "QuadraSID 6581":
http://www.kvr-vst.com/get/92.html (http://www.kvr-vst.com/get/92.html)
Beeing and old 8-bit blockhead I would prefer instrumenst instead of samples.
A while ago I used my Sidstation and the QuadraSID VSTi on almost every track and no sample could ever beat the feeling of controlling your own sounds.
Good luck in the C64 jungle.
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- KVRAF
- 7886 posts since 24 Feb, 2003 from Earth, USA
He needs Mac suggestions.illuminator wrote:We have all the nics VSTi's from Tweakbench:
http://www.tweakbench.com/instruments.php
"triforce", "toad" and "peach" might be your thing.
Don't forget the "Quantum 64" linked here:
http://www.kvr-vst.com/get/311.html
or if you have som $$$ the "QuadraSID 6581":
http://www.kvr-vst.com/get/92.html
Beeing and old 8-bit blockhead I would prefer instrumenst instead of samples.
A while ago I used my Sidstation and the QuadraSID VSTi on almost every track and no sample could ever beat the feeling of controlling your own sounds.
Good luck in the C64 jungle.
Devon
Simple music philosophy - Those who can, make music. Those who can't, make excuses.
Read my VST reviews at Traxmusic!
Read my VST reviews at Traxmusic!
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- KVRAF
- 1718 posts since 3 Sep, 2003
ONe word.. Pitch LFO.. ok two words. Get a single osc sqr wave and toss in fair amounts of pitch oscillation and youll be there.

