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FamiTracker > General > FamiTracker Talk > Drums? Owner: fieldjacob New post
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Drums? Posted: 2010-04-14 22:34 Reply | Quote
fieldjacob



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#5550
Hey, I'm new to this whole kind of music, and music software in general.

I'm looking to make stuff similar to Crystal Castles, You Love Her Coz She's Dead etc., but I'm having trouble creating any kind of drum sounds.

I've heard some people say that the Noise channel is good for this, but others talk about using DPCM samples.

Any help?

Posted: 2010-04-14 22:55 Reply | Quote
Shiru



Member for: 4890 days
Location: Russia, Moscow
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#5552
[url=http://famitracker.shoodot.net/wiki/index.php5?title=How_to_make_drums]How to make drums

Posted: 2010-04-14 23:12 Reply | Quote
fieldjacob



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#5553
Yeah, I looked at that. But, as I said, I'm new, and it didn't really explain much that I could understand. I was more hoping that someone could either link me to something, or explain it to me in more detail themselves.

Posted: 2010-04-15 00:09 Reply | Quote
Doommaster1994

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#5555
I can help you make drums but let's go over the basics: The Noise channel is a white noise channel which you can set it's attack and decay. DPCM is where you import WAV files of sounds like voices or drums and it plays it back in 8bit.

Posted: 2010-04-15 01:19 Reply | Quote
fieldjacob



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#5562
Which would you suggest is better for creating drums?

Posted: 2010-04-15 01:28 Reply | Quote
Doommaster1994

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#5563
Well that's up to you. If you want more realistic sounding drums, use the DPCM with a drum sound. If not use the noise channel. You can use the DPCM as a snare drum and the noise as a hi hat.

Posted: 2010-04-15 01:47 Reply | Quote
fieldjacob



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#5564
Ok, thanks. Where would I go to find drum samples?

Posted: 2010-04-15 02:27 Reply | Quote
Linker2a03

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#5565
Depends on what you're looking for. There are plenty of places that have drum samples, and also, many music sequencers carry a huge amount of percussion instruments, FL Studio being one of them.

If you want existing samples from Famicom/NES games, however, you'll have to download an NSF with the samples you want, and then you can rip them from the NSF itself. A good program to use to do this, is jsr's own NSF Live! NSF player.

Just as Doommaster1994 said, though, it's up to you.

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Posted: 2010-04-15 02:53 Reply | Quote
Doommaster1994

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#5567
Yeah. Linker2A03 is right. But if I was forced at gunpoint to answer if you should use the noise or DPCM channel I would say DPCM since you can use the DPCM as a snare and the noise channel as a hihat or something.

Posted: 2010-04-15 03:02 Reply | Quote
TechEmporium

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#5571
You can also use both the noise & DPCM channels simultaneously at the same time. It all depends on your needs.

Some games just use the noise channel along for percussion. Others use the DPCM instead. Others use both as hi-hat & drums (like Doommaster1994 said).

But sometimes, depending on how you've composed your songs, you may need to use a noise crash at the same time as a DPCM drum beat.

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Posted: 2010-04-15 07:43 Reply | Quote
Shiru



Member for: 4890 days
Location: Russia, Moscow
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#5583
[quote=fieldjacob]Yeah, I looked at that. But, as I said, I'm new, and it didn't really explain much that I could understand. I was more hoping that someone could either link me to something, or explain it to me in more detail themselves.[/quote]
What exactly you can't understand? Did you looked to examples?

Posted: 2010-04-15 07:47 Reply | Quote
Doommaster1994

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#5584
Well here's what I use for a snare drum:
15 12 9 6 3 0
For a hi hat I use
15 0.

You enter the numbers in the Volume panel.

Posted: 2010-04-16 03:13 Reply | Quote
TechEmporium

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#5612
For a snare drum, I use the DPCM channel & a note in the noise channel with the following volume:

15 15 3 0

That noise channel note is meant to emphasize my drum beat because it's a bit weak when played along with other channels.

Once again, it all depends on your music.

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Posted: 2010-04-16 11:35 Reply | Quote
nicetas_c



Member for: 4582 days
Location: AB, CA
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#5646
In some early Nintendo titles, snares and cymbals do not have a fade-out, so the envelope is quite bland:
12 12 12 12 12 0 (Super Mario Bros. 1 cymbal)

In early Mega Man games, snares have some 'stairs' more than a smooth fade-out:
15 15 15 7 7 7 7 0 (Mega Man 2 snare)

In some Mega Man games, arpeggios have been used in drums:
0 2 4 6 8 10 12 (Mega Man 2 snare)

Posted: 2010-04-16 11:35  (Last Edited: 2010-04-16 11:35) Reply | Quote
nicetas_c



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#5647
Accidental double post.

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