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Hello everyone, I'm new to this forum and Famitracker. My background is in (amateur) classical composition, usually focused on piano music. Video game music (Dragon Quest in particular) influenced me to get into classical music originally, and now I find myself back to vg music and wanting to compose for NES. For my early songs, I would say that I am lacking in different instrumentation and effects, both of which I need to explore more and understand how to use more effectively, or even at all in the case of effects. Famitracker is such a cool program and fun to write for. It's my first midi tracker, so it has taken me some time to get used to writing in this format. Usually I write sheet music, but this is actually much faster. Here is a recent song, and I will post more soon.
Listening to some of the songs posted on here by members, I am a bit intimidated, especially in some member's "first" songs! There is really, really cool music being made here. I have been giving generic names to my songs to describe certain areas of an RPG (like "Battle", "Town", from DQ or FF). I would like to improve my skills and am open to any and all constructive criticism. Thank you!
It sounds good - I can see you already know about music - I just want to quickly correct you on the fact that this isn't a MIDI tracker, it's a NES tracker.
Now I'm going to actually attempt to try and teach something.
Sustained notes work in other kinds of music, but in chiptune with pulse waves and etc., it is almost always a bad idea. Try adding vibrato, fading slightly, something to break up the monotony - it is only for a second or so, but it matters. Chiptune is a kind of sound where it's important to keep the music moving, something changing.
The only exceptions I can think of for plain sustained notes are a bassline, or if used in very specific cases.
Here, I've attached an entry to a one-hour compo - take a listen to Frame 06, where it's plain that the single sustained note hurts the ears, even with vibrato (I removed the echo while making this because it sounded odd for this frame).
Welcome to the forums! I'll say that I prefer uploading music here, myself, because the community here is usually honest and straightforward with their comments, unlike the majority of YouTube.
It's a good tune, especially if this is your first. I agree with MKSTAR26, though, a little variety with the note volume goes a long way. However, if you're trying to get that characteristic sound of the early NES/Famicom game soundtracks, then you don't have much further to go. A lot of them had little, to none of the note fading and vibrato. Don't disregard these two techniques, though. They help out greatly.
Wow, I didn't expect to receive replies so quickly.
MKSTAR, thanks for clearing up my mistake. I don't think I quite understand this new medium I am working in . Thanks for your suggestions. I will try to incorporate more variation in certain notes, through vibrato (which I need to learn) and dynamics. Thanks for the example track as well.
Linker, you understand well what I am trying to create. I'm definitely going for an authentic(ish) sound, and for now it's more minimalist in effects like the earlier NES soundtracks. I appreciate your input. My biggest goal right now is to get an Everdrive to hear this music on my physical NES. I will not be using any other chips besides 2a03 because of this, and I also want to compose with the restrictions of this chip so that I can hone my melodic writing. Thanks guys!
This sounds like it would fit a Luigi's Mansion game released in NES's early days.
Personally, as for the really early NES feel, I suggest going with a style like Super Mario Brothers. That is, absolutely no feedout, but fast cutoff (the Sxx command is useful for this).
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[quote=Alex]I'm definitely going for an authentic(ish) sound, and for now it's more minimalist in effects like the earlier NES soundtracks.[/quote]
Welcome to the forums! So far as I'm concerned, at least sound-wise, you nailed it.
What I mean is that this feels pretty lengthy for an "early NES tune". In my opinion, if this were to be found in a game, it would end on frame 05 and loop starting at frame 01.