Sound Effects Time to start collecting
#47
Posted 10 October 2009 - 11:07 AM
Sounds better.
Maybe... try all 5 now? Oh, and try offsetting each voice by a minuscule amount (0.1-0.2 sec) from each other to humanize it. And make sure the offset given at the start of "Se" is distinctly different from the offset at the start of "ga".
This post has been edited by RedStripedShoes: 10 October 2009 - 11:11 AM
#48
Posted 10 October 2009 - 03:36 PM
I am 100% against making our own SEGA sound.
You're just making it different, not better.
You're just making it different, not better.
#50
Posted 10 October 2009 - 04:48 PM
We do? Well then, what am I doing this for lol
I could always change it to "Reetroo", though
I could always change it to "Reetroo", though
#51
Posted 28 October 2009 - 06:07 PM
It'd be interesting if someone could create a remastered version of this - http://www.mediafire.com/?gywz3jwmiux
This post has been edited by Slingers: 28 October 2009 - 06:15 PM
#52
Posted 29 November 2009 - 04:16 PM
For the record:
I also agree with ICEknight on that. I wouldn't mind a slightly updated "SEEEE-GAAA!" sound; however, if it's going to be as bad as that was (no offense) let's just go with the original.
Also:
The link is broken. I tried to fix it. With duct tape. All I can say is my monitor is blurry and sticky now and I'm frustrated, LOL.
And finally, hi. I've been long absent from Sonic Retro (and S2HD) and regret it...also, I'm just sort of here, sticking in random comments (like this one) as I have little technical knowledge. I can be useful sometimes, though.
-AndyMan
You're just making it different, not better.
I also agree with ICEknight on that. I wouldn't mind a slightly updated "SEEEE-GAAA!" sound; however, if it's going to be as bad as that was (no offense) let's just go with the original.
Also:
It'd be interesting if someone could create a remastered version of this - http://www.mediafire.com/?gywz3jwmiux
The link is broken. I tried to fix it. With duct tape. All I can say is my monitor is blurry and sticky now and I'm frustrated, LOL.
And finally, hi. I've been long absent from Sonic Retro (and S2HD) and regret it...also, I'm just sort of here, sticking in random comments (like this one) as I have little technical knowledge. I can be useful sometimes, though.
-AndyMan
This post has been edited by AndyMan: 29 November 2009 - 04:28 PM
#53
Posted 05 December 2009 - 05:26 AM
Here's a quote from Blue Emerald.
Just listened to the latest version of the drowning theme. I think I know what's missing from it. When I listened to the original drowning theme, I heard some heavy percussion kicks that went with the beat of the song. I don't believe I heard any in this remastered version. So, I started thinking about how that percussion sound could work with this piece without sounding out of place.
I think I have the answer. What if the percussion were to be the ominous metallic sound of a ticking clock? This fits perfectly with this music's function, as a drowning timer is counting down until Sonic finally drowns. It doesn't need to be too loud, either; just audible enough to be heard in the piece and emphasize the drowning timer. Imagine: at the beginning of the music, the ticking slowly echoes to the rhythm of the violins (TICK-tk-tick-tk, TOCK-tk-tock-tk). As the song speeds up, this ticking rhythm speeds up along with it. Near the end of the song (around 0:08), when the violins start to really speed up, this rhythmic ticking will be too fast. This is when the ticking should sound like it's out of control, as if the hands of a clock are spinning wildly out of control, ticking at full throttle. When the lead violin ends the song, the ticking can either stop entirely or end with a final resounding "TOCK!"
I think it'd make for an interesting take on the 16-bit drowning theme's percussion voice, and would make for a neat remastery. I can just hear it in my head right now. I hope this helps you guys find what you might have felt was missing from the song.
I think I have the answer. What if the percussion were to be the ominous metallic sound of a ticking clock? This fits perfectly with this music's function, as a drowning timer is counting down until Sonic finally drowns. It doesn't need to be too loud, either; just audible enough to be heard in the piece and emphasize the drowning timer. Imagine: at the beginning of the music, the ticking slowly echoes to the rhythm of the violins (TICK-tk-tick-tk, TOCK-tk-tock-tk). As the song speeds up, this ticking rhythm speeds up along with it. Near the end of the song (around 0:08), when the violins start to really speed up, this rhythmic ticking will be too fast. This is when the ticking should sound like it's out of control, as if the hands of a clock are spinning wildly out of control, ticking at full throttle. When the lead violin ends the song, the ticking can either stop entirely or end with a final resounding "TOCK!"
I think it'd make for an interesting take on the 16-bit drowning theme's percussion voice, and would make for a neat remastery. I can just hear it in my head right now. I hope this helps you guys find what you might have felt was missing from the song.
#54
Posted 22 December 2009 - 04:52 AM
Just wanted to say something.
I'm not sure if you're going to replicate the SEGA voice for copyright reasons, but in the PC version of Outrun 2 / Outrun 2006 there is a seemingly high quality version of that sound, already in ogg format: http://digilander.iol.it/projectchaos/sega441.ogg
I'm not sure if you're going to replicate the SEGA voice for copyright reasons, but in the PC version of Outrun 2 / Outrun 2006 there is a seemingly high quality version of that sound, already in ogg format: http://digilander.iol.it/projectchaos/sega441.ogg
#55
Posted 22 December 2009 - 05:50 AM
Just wanted to say something.
I'm not sure if you're going to replicate the SEGA voice for copyright reasons, but in the PC version of Outrun 2 / Outrun 2006 there is a seemingly high quality version of that sound, already in ogg format: http://digilander.iol.it/projectchaos/sega441.ogg
I'm not sure if you're going to replicate the SEGA voice for copyright reasons, but in the PC version of Outrun 2 / Outrun 2006 there is a seemingly high quality version of that sound, already in ogg format: http://digilander.iol.it/projectchaos/sega441.ogg
Great find.
#56
Posted 25 December 2009 - 08:04 PM
I think I just found what caused the clicks in the Mega Drive/Genesis sound recordings:
QUOTE (Wikipedia)
uses a simpler time-division sound multiplexer, which switches between each channel very rapidly. An external sound filter was used to reduce the effect of the simpler sound mixing, which also had a negative effect on sound quality.
This post has been edited by Master Emerald: 25 December 2009 - 08:06 PM
#57
Posted 26 January 2010 - 10:26 PM
Just for grins since this thread has been just a little *cough* inactive, I decided to play around with the game over music in audacity.
Ha.
P.S. I know its crappy, but there is something that I like about it. And hey, its really there for y'all's laughs.
Ha.
P.S. I know its crappy, but there is something that I like about it. And hey, its really there for y'all's laughs.
This post has been edited by Hamneggs: 26 January 2010 - 10:32 PM
#59
Posted 27 January 2010 - 07:55 PM
Compsense, did you do these in EWQLSC? That's what I used for my voice effect back on page 107 (although I don't have access to that library right now). Also, if it matters, the notes used in the Genesis effect are actually between G-G# and between E-F if I remember correctly. Resampling the pitch isn't that difficult of course.
#60
Posted 27 January 2010 - 08:33 PM
Why has no one posted rips of the original sound effects to actual compare to Hamneggs?


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