Author Topic: PC Engine Hucard soundtracks that use sampled drums  (Read 3255 times)

SignOfZeta

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #15 on: April 18, 2013, 10:23:20 AM »
You'd think that with something like a bongo that chip tunes would be better, as long as bongos can be somewhat aproximated. The low grade samples used on PCE (especialy with HuCARDs) are going to be really aliased and scratchy but the chip makes really smooth tones.

Super Star Solider has some synth cool tom sounds that I'm pretty sure are PSG because it seems like they wouldn't sound that great as samples (plus, they'd eat more memory). Of course, I'm not skillful enough with an emulator or other debugging stuff to actually verify this one way or another.

Regarding the SNES, there are a lot of samples used with it. That's kind of the way it was designed. However, it has so many ways of manipulating samples in real time that it can do a lot more than just playing files in a sequence. Samples are very...plastic...on the SNES, very flexible. You can use a sample that is something pretty low fi but sort of rescue it with pitch adjustments, reverb, delay, etc. Sadly this is hugely overdone but when handled correctly can be amazing. Games like Mother 2 and Yoshi's Island have incredible soundtracks.

However, it's also possible to synthesize drums on the SNES, which people are going to want to do for many reasons.

Arkhan

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #16 on: April 18, 2013, 10:35:39 AM »
Certain tones are easy to approximate with the chip, especially tom-rolling jive.

see: Aldynes.


EDIT: Oh, and, I am pretty sure SSS uses samples for the toms.  I've honestly never verified it, but given their quality, it's another one of those things where I would really like to know how the hell they did it if its coaxed out of the chip instead of being sampled.


« Last Edit: April 18, 2013, 10:40:33 AM by Arkhan »
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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SignOfZeta

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #17 on: April 18, 2013, 11:48:56 AM »
Those toms are so rad.

Digi.k

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #18 on: April 19, 2013, 04:03:12 AM »
Coryoon has the best Huey drums on the system.

ooo well they are clear :P for me the best samples come from Dragon saber  

others are:

1942 kai
Parodius DA!
Detana twin bee !?!
Salamander
Gradius
Hana Taka daka!?

Not sure if this: Jigoku Meguri title has drum samples but I remember loving the sounds of the japanese percussion in some tracks. 
« Last Edit: April 19, 2013, 04:07:04 AM by Digi.k »

Digi.k

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #19 on: April 19, 2013, 04:09:46 AM »
Moto Roader uses them too. Sounds pretty cool, though that soundtrack's pretty nice in a minimalist sort of way.

It's not PC Engine, but ever play Seiken Denestsu 3 on the Super Famicom? The sampled drums there always seem to stick out in my mind the most. For example:




the 2nd game Motor Roader 2 has a phenomenal title track.. unfortunately the rest of the music tracks lack the ooomph imo..

sunteam_paul

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #20 on: April 19, 2013, 06:46:23 AM »
Here's a question, what do people think of MY chiptune drum sounds?   

The ones in Atlantean are great. A hint of C64 to them :)
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Arkhan

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #21 on: April 19, 2013, 07:24:04 AM »
I like the way the kick drum turned out.   I used it in the redo Insanity chiptunes also.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Mathius

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #22 on: April 19, 2013, 04:09:22 PM »
Wish I could contribute to this awesome thread. Keep it rolling.

On the subject of samples...in Batman I hear some "Konami arcade-like" sounds during some of its tracks. Is this actually "sampled"? Or do you guys even know what I am talking about lol
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esteban

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #23 on: April 19, 2013, 06:26:48 PM »

So, can one of the gurus go back and tell us serfs what games are VERIFIED to be using PSG vs. Sample? I want to listen to stuff and make comparisons...but I'm still not sure on all the games listed by different folks.

MASTALIST, please...


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SmaMan

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #24 on: April 20, 2013, 04:39:40 AM »
Wish I could contribute to this awesome thread. Keep it rolling.

On the subject of samples...in Batman I hear some "Konami arcade-like" sounds during some of its tracks. Is this actually "sampled"? Or do you guys even know what I am talking about lol

You mean from this Batman:



I'm going to make an educated guess the drums are sampled. I actually do a bit of digital composing, and I normally tell the difference through how the cymbal sounds. I'll try to find a better example some time.

I'm wondering, though, if the PCE can handle two PCM channels? I know the NES could only do one. I hear the "Konami-style" orchestral hits which are definitely samples, right along side the percussion track. The rest of the song sounds PSG though.
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sunteam_paul

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #25 on: April 20, 2013, 05:18:45 AM »
Wish I could contribute to this awesome thread. Keep it rolling.

On the subject of samples...in Batman I hear some "Konami arcade-like" sounds during some of its tracks. Is this actually "sampled"? Or do you guys even know what I am talking about lol

There are drums and notes that are sampled. You can go through them if you have the sound rip.
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Black Tiger

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #26 on: April 20, 2013, 06:14:44 AM »
Wish I could contribute to this awesome thread. Keep it rolling.

On the subject of samples...in Batman I hear some "Konami arcade-like" sounds during some of its tracks. Is this actually "sampled"? Or do you guys even know what I am talking about lol

You mean from this Batman:



I'm going to make an educated guess the drums are sampled. I actually do a bit of digital composing, and I normally tell the difference through how the cymbal sounds. I'll try to find a better example some time.

I'm wondering, though, if the PCE can handle two PCM channels? I know the NES could only do one. I hear the "Konami-style" orchestral hits which are definitely samples, right along side the percussion track. The rest of the song sounds PSG though.

The base PC Engine can do 6 channels of samples at once.
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SmaMan

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #27 on: April 22, 2013, 04:16:18 AM »
6 wave PCM channels? Wow, this thing really was a beast for an 8-bit processor circa 1988, though I guess there were a lot of arcade boards that were entirely samples at that point.
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ccovell

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #28 on: April 22, 2013, 07:45:37 PM »
Only difference is that arcade hardware usually had audio hardware that could play samples automatically (no CPU intervention), or a dedicated sound CPU to update sample channels.  The PCE has to byte-bang sample values manually, so doing a decent sampling rate on all 6 channels would tie up the CPU.  Forget about actual gaming while samples are played.

SFII is about the best example of a smooth game with 2 sample channels going.

Bonknuts

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Re: PC Engine Hucard soundtracks that use sampled drums
« Reply #29 on: April 24, 2013, 12:48:57 PM »
Wish I could contribute to this awesome thread. Keep it rolling.

On the subject of samples...in Batman I hear some "Konami arcade-like" sounds during some of its tracks. Is this actually "sampled"? Or do you guys even know what I am talking about lol


 Batman uses up to three channels to play samples, but normally only uses two. A few other PCE games do this too; the third channel being dynamic for samples or normal channel tones. The orchestra hit is the one you're probably referring to. The game uses drums for one sampled channel, and bass guitar for another sampled channel. I posted about this on a thread, a while back, but it's pretty unique to the pce how Batman goes about doing the bass guitar; there's an attack sample for the pluck and a looping sample for the rest of it, followed by volume envelope shaping. It sounds pretty good, is cpu resource light (in comparison with fixed point resampling), and doesn't take up much space. It reminded me of L.A. synthesis approach in  some ways, albeit much more primitive. I.e. the attack phase being the most complicated part of instrument replication and you cheat it by mixing in samples for that part.

 Check it out: http://pcedev.net/audio/batman.zip (the file is already assembled, so just run the PCE file). You can select different note pitches with the gamepad.

 I always though Bomberman 3 and 4 had great sounding non sampled drumkits.