So I've had this idea in the back of my head to try to create my own custom "sequenced" demakes of the Sonic Mania OST. Gathering the samples needed (Korg and some easily found drum samples + sampled OPM patches) and remaking the music by ear isn't a difficult task, but to really sell how this should be a Saturn-era soundtrack, I wanna try to make the samples sound crusty and low-bitrate like a handful of games on that hardware did (for example, the sequenced soundtrack in Sonic Jam, the less hi-fidelity tracks of NiGHTS into Dreams..., the entirety of Puyo Puyo Sun's arcade soundtrack running on ST-V) but I wouldn't know the first thing about getting the samples to sound that way. It seems way more than just a low bitrate, and might have something to do with how the samples were compressed. Google has given me diddly on the topic, I can't exactly find sample dumps from any Saturn game easily, and I wouldn't know the first thing about extracting the samples myself from the banks to try to study how they all come together.
This might seem like a completely pointless endeavor but I'm the kind of person that likes to go as far as I can when it comes to "what would X sound like on Y hardware"; it's what drove me to start making chiptune covers in the first place. Would any of you be able to shed some light or point me in the right direction to figure this out?
This might seem like a completely pointless endeavor but I'm the kind of person that likes to go as far as I can when it comes to "what would X sound like on Y hardware"; it's what drove me to start making chiptune covers in the first place. Would any of you be able to shed some light or point me in the right direction to figure this out?