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FamiTracker > General > FamiTracker Talk > Kick sounds and RIFF WAV DPCM files Owner: rikkitikkitumbo New post
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Kick sounds and RIFF WAV DPCM files Posted: 2010-11-05 10:06 Reply | Quote
rikkitikkitumbo



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#10979
So I've been wondering how to get a heavy kick sound with famitracker, and I read in different forum suggestions about getting a "909 kick" or a "606 kick."

I found some wave files of these from freesound.com, but when I click "import" in the DPCM screen of famitracker and then "ok" I get this message:

File is not a valid RIFF!



The wav file is 98kb







Also, any suggestions on getting heavy drum sounds in Famitracker. I hear these guys online using LSDJ (such as Bit Shifter) and they have such a big sound.......how do they do that? When I listen to the quality of the DPCM kicks in famitracker, they seem fine, but they're just dinky-er and tinny-er somehow. Any thoughts on this? I've messed around with using EQing things in Audacity, but it just doesn't really work. How do they make things sound big?



Posted: 2010-11-05 17:18 Reply | Quote
DalekSam

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#10981
They're using Square Kicks with a quite heavy pitch down. Try C-6 with a pitch setting of something around |-100, should help.

Posted: 2010-11-05 19:48 Reply | Quote
rikkitikkitumbo



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#10983
thanks, I'll have to tinker with that


I also just solo-ed the kick track and made a wav file, and then another wav file of the entire mix and messed around with both of those on top of eachother in audacity, it helped beef it up (basically by doubling the kick track).

Posted: 2010-11-05 22:23 Reply | Quote
rikkitikkitumbo



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#10990
here is the song I've been working on. I'm going to perform it at my home-town open mic next wed, singing over this track.

I'm noticing that some DPCMs just stand out more than others, I'm not sure if it's a volume thing or what.


Is there a good collection of DPCM samples somewhere? I'm really just looking for some good kick sounds. I'm messing around with making my own, but it's not working so well. It seems like the wav files always sound much different once they are converted to dpcm


Attachments:
speak_for_the_dead.ftm (28 Kb)
Posted: 2010-11-06 04:19 Reply | Quote
TechEmporium

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#11000
It's always going to be that way when converting WAVs to DMC samples; there are many things to consider when creating samples, including the resultant volume & the sound quality.

Since it's DPCM, the sample will always sound more different than the original because the WAV file's audio has been digitized into a 1-bit sound sample (which usually reflects itself when you hear the sample as being a bit choppy).

There are a few samples that you can use (& I have a collection of them that I'll attach here). But I can tell you that you should try to accompany the kick drum's sample with a noise channel note that's lower than 4-# 00. Try anything from a 0-# 00 to a 3-# 00, depending on how deep you want the beat to sound (including an appropriate volume fade).

I've also attached a DMC sample player, in case you want to preview the audio before using. You can also decrease the quality level to change how the sample sounds (as you can also do in FamiTracker).

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Posted: 2010-11-06 04:37 Reply | Quote
rikkitikkitumbo



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#11003
thanks for the help!

Posted: 2010-11-06 10:28  (Last Edited: 2010-11-06 10:30) Reply | Quote
cak

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#11004
For kick/snare sounds: in a wave editor, adjust the pitch, apply hard-limiting, trim the end (or apply a very quick fade).

Using Rushjet1's dmc converter (found by scrolling below this forum topic), boost volume as needed, play around with the bit crusher, then convert.

General rule of thumb for percussive sounds is they need to be decently loud (but not too loud) and truncated at the end, because the decay/release is very quiet and harder to convert. Cymbals and similar soft percussive sounds will never sound good.

If you're still having trouble, you can always "steal" dmcs from NES soundtracks by using nsflive.

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Posted: 2010-11-06 22:48 Reply | Quote
TechEmporium

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#11022
You can also use the crappier cymbal samples floating on the net along with a decently loud noise channel note to create a better crash sound. That said, it still won't sound close enough to be the real thing.

That's why I typically use the noise channel along with the samples I use; they can be used to complement & boost each other.

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