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/vr/ - Retro Games


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10958843 No.10958843 [Reply] [Original]

>music
>sound fx

Pick one

>> No.10958931

>>10958843
I'll take the Nintendo Entertainment System for sex-havers, Alex

>> No.10959175
File: 128 KB, 1280x720, f1 race.jpg [View same] [iqdb] [saucenao] [google]
10959175

>>10958931
>when you have to use the triangle wave as an engine sound

>> No.10959292
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10959292

beep

>> No.10959798

>>10958843
Depends on the game. Music for Batman The Movie and sfx for Zorro for example.

>> No.10959810

>>10958931
That's just another way of saying it's a normie console.
Anything not handwoven by bearded virgins is for dirty casuals.

>> No.10959991

>>10958843
I'd always got for SFX but some C64 games have such good soundtracks thats its gotta be music

>> No.10959994

>>10958931
>nintendie sees a non nigtendo thread
>has an autism explosion
like clockwork

>> No.10960754

>>10958843
best 8-bit music out there, gotta be the soundtrack.
but in my experience not many C64 games gave you the option, it would play the music but play a sound FX on one channel therefore wrecking the music

>> No.10960836

>>10960754
>dude arpeggios lmao
SID is overrated

>> No.10960850

>>10960836
>dude arpeggios lmao
Strictly a Euro problem. No American software did that.

>> No.10960860
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10960860

>>10960836
the SiD catalog currently stands at 58,100 tunes.
you haven't heard even 1% of them so are not in a position to judge anything.

>> No.10960862

>>10960850
No American software other than Ultima or by Epyx has any good SiD music either

>> No.10960878

>>10959292
Is that TempleOS?

>> No.10960881

emulated SID always sounds rather poor compared to real thing

>> No.10960903

>>10959292
Blessed thread

>> No.10960908

>>10960881
I looked up a video of Kickman on Youtube and the music is absolutely not how I remember it sounding on real C64.

>> No.10960916

>>10960881
>>10960908
the C64 had different revisions of the SiD chip that had completely different filters so what sounded great on one C64 sounded bad on another

>> No.10960918

>>10960916
the 6581 sounded different from lot to lot because of variances in the spacing of the traces in the filters due to loose manufacturing tolerances

>> No.10960934
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10960934

>>10958843
Not a problem if the game had competent programmers, pic related.
It also had an option to play music only, sfx only, or both.

>>10960754
>it would play the music but play a sound FX on one channel therefore wrecking the music
This was true on all consoles prior CD Audio, playing sound effects meant that some music channels were silent since the sfx played in that channel. Best example is Megadrive games, where you had only one voice channel, which was used for drum beats or character voices. Streets of Rage 2 for example will have the drums silent when a voice or a punch plays (the sound test even had a separate option for voices and sound effects).
Some games like Dragon Ball Z specifically had music using FM only, so voices would never interfere with the music. Drum samples were only used in the title screen music and the endings, where this was not a problem.
Late games like Mortal Kombat 3 used a driver to mix multiple sound channels in software to play back on the single voice channel.

>> No.10961107

>>10960836
Arpeggios are kino.

https://www.youtube.com/watch?v=G33RX9vVd70

>> No.10961210

>>10959175
fair

>> No.10961220

>>10959810
>>10959994
I'm just goofing, I have a boxed Atari 65XE sitting next to me, 8 bit computers are cool.