|SPCs of sound effects
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|Author:||Plastiware [ Sun Dec 20, 2015 7:05 pm ]|
|Post subject:||SPCs of sound effects|
I'm getting into designing SNES-style sound effects, and I really need some material to reverse-engineer and study. Anyone know where I can get SPC files of Mega Man X sound effects, or otherwise how I could rip them?
|Author:||lazygecko [ Wed Feb 10, 2016 9:40 am ]|
|Post subject:||Re: SPCs of sound effects|
I am not sure if this is possible, considering how SPC ripping works to my knowledge (extracts music data from save states?). Perhaps it could be possible via the sound test or something. I dunno. Also, even if you could convert the sound effects to SPC and then convert them to .it to look at them (which I assume you are doing based on that other thread), anything that relies on the chip's pitch modulation effect is not going to be converted over.
But you should be able to reverse engineer a lot of them purely by ear. Ie the charging sound in MMX is just the synth brass pitch bending upwards and then looping with with a vibrato. Explosions in most SNES games are usually made out of the snare drums. Then you have stuff like the hit/death sounds in AlttP which is just the cymbal sample being heavily pitched around. Some SFX rely more on the chip's noise generator, which is more complicated to figure out.
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