Neil Baldwin Single Channel Echo
Вставка
- Опубліковано 5 бер 2012
- / retrogameaudio
Here we demonstrate another single channel echo, created by Neil Baldwin for Hero Quest. He has a detailed retrospective of his work as an NES composer @ dutycyclegenerator.com/
Thanks for watching! - Ігри
I'm probably no where near the first person to point it out, but this technique was used in an awful lot of Konami games on the NES.
Also in a bunch of Master System games
Neil Baldwin was an AMAZING composer!
And the best is that, he is also registered on youtube, showing us more NES music tools that he makes!
This guy is a one in a million!
I searched for his channel but can't seem to find it. Any idea what the name of his channel name was?
@@ninorokr His youtube channel is dutycyclegenerator!
ua-cam.com/users/dutycyclegenerator
dutycyclegenerator. Not active sadly.
Will you also be talking about the "phaser" effect used by David Wise and in various Namco games?
I’d love to know how
Love David's work with battletoads!
The Legend of Zelda: Link's Awakening on Game Boy used a similar effect for much of its soundtrack.
The chiptune called Kuk by composer Ogge uses the two channel echo as well as both types of echoes shown in the video.
@NESHomebrew
Thanks! I have some more that I want to make soon.
so cool !!!!
I love the song
This sounds very familiar to a sound I heard in the openings to Zelda OoS/OoT for the Gameboy Color..
@ss4cypher Most of my posts have been about sound design and not about my opinion on soundtracks, but there's almost certainly going to be a future post about why Magician is easily one of the best. It's incredible. :)
This is the same effect used by Cave Story aswell.
I'd never noticed! which songs?
@@hashiispep Balcony is the first song that comes to mind, though I'm sure there are more
This is also quite a common trick in tracker musics, especially since tracker modules that isn't made with OpenMPT does not have any audio post FX VST supports, so you had to trick the samples to create that kind of faux echo.
single channel, and dual channel echo is used there. a lot more of the latter though, since you had a ton of channels you could use.
some SNES games did this too, btw. this was because of its limited 8 channels, and no hardware reverb. it did have hardware echo, which worked a little weirdly.
I love it
Whith this technic you only do need 1 square ware wave,so you will have an extra square ware left for other sound effects,because normally you do need 2 square waves to achieve echo.
The song "Sappy" from Tetrisphere (N64) uses this sort of 3-row-delayed single channel echo, and so does the music from the GBA demo "Kilken" by Calodox.
But those two systems use MIDI not PSG chips and this video is about the NES.
@@jju00 The n64 doesnt use midi it uses a sequnced music format same for most consoles before the adaption of streamed music and besides the gba has the gameboy audio channels which are indeed pulse wave generators
Please can you explain how to do the arpeggio in 1:37
Cool i subscribe
Awesome!
But, what it a duty cycle?
A duty cycle is 1 cycle of the waveform you are looping. When playing different pitches, the cycles will reset and loop at different times, since higher pitches loops faster, and lower pitches loops slower.
dont mistake a delay effect for reverb/echo
varadi23 But it used this delay to create an echo.