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Okay — I have DPCM bass samples ranging all the way from A-2 to C-4 (at pitch 15).
Using C-4 as an example, how many semitones would it go down for pitches 14-0? o.o? Just wondering here 'cause I'm wanting to have a very wide range of bass, but I don't have quite a good enough ear to be able to guess at the notes when I pitch 'em down. :/
The bass sample I'm using is from the game Fire 'N' Ice (a.k.a. Solomon's Key 2) — it's attached.
I talk a little bit more about the process of using that table [url=http://8bitcollective.com/forums/viewtopic.php?id=9893]here.
These are all the starting pitches of the Fire 'n Ice samples incase you didn't already have them-
$C000 - Bass (Pitched) = A
$C1C0 - Bass ("") = A#
$C8C0 - Bass ("") = D
$C380 - Bass ("") = B
$C540 - Bass ("") = C
$C700 - Bass ("") = C#
$CA80 - Bass ("") = D#
$CC40 - Bass ("") = E
$CE00 - Bass ("") = F
$CFC0 - Bass ("") = F#
$D6C0 - Bass ("") = A#
$D180 - Bass ("") = G
$D340 - Bass ("") = G#
$D500 - Bass ("") = A
$D880 - Bass ("") = B
$DA40 - Bass ("") = C
They went overkill with using a sample for every darned note, SunSoft learned to cover about 3 octaves chromatically with just five notes (starting notes A#, B, C, C# and D at pitch 15). I guess using a new sample each time prevents artifacts like notes lasting a lot longer when you lower the pitch, but that's kinda cool sometimes anyways.
This should cover everything but let me know if you need any help. I was planning on making prepared .fti files for all of the classic NES games that used pitched samples anyways (fire 'n ice, zombie nation, super c, etc), I just haven't gotten around to doing any beyond Gremlins 2 / SunSoft's main samples yet.