A Romain Trystram desktop wallpaper, a man of culture I see! Thanks for the tutorial! That was a lot more straightforward than I was expecting. I've got massive appreciation for devs like the Polyphone creators
Thanks to this video, I was able to make a soundfont using my keyboard's default piano preset and it somehow sounds better than my piano VST that I've been using the whole time before now
i've always wanted to make one of these (I even have polyphony installed and all), but it has always been a little too overwhelming for me. this tutorial makes it feel like a walk in the park.
Phenomenal stuff, my man. Hopefully this gets people interested in the lost of art of soundfonts. By the way, I'm always down to test out more of your VST/fonts in my upcoming soundtracks; don't be a stranger!
So if i understand the soundfont ADSR envelope settings properly, it goes like this? -The sound ramps up from 0 to [sustain] for [attack] seconds -its held at [sustain] for [hold] seconds -it then decays from [sustain] to 0 for [decay] seconds OR [release] seconds depending on whether the note is still held down or not? I ask because this seems to be a little different to how it works in most daws, typcially sustain is the volume the note is sustained at AFTER decay, which is why this type of envelope is called ADSR, attack-decay-sustain-release, whereas this seems more like attack-sustain-hold-decay-release
Good question! You're right in some ways, but let me clarify. Attack: The sound ramps up from silence to its maximum volume over the duration of the [attack] time. Hold: Once the sound reaches maximum volume, the [hold] time determines how long it stays at that volume. Decay: After the [hold] time, the sound transitions into the [decay] phase, where it gradually decreases from maximum volume to the [sustain] level. Sustain: The [sustain] level is measured as attenuation-0 means full volume, while 100 means complete silence. The sound stays at the [sustain] level until the note is released. Release: The time it takes to return to silence after releasing the note.
@@SoundFontGuylarger values being quieter is pretty halfwards backass lol, I was wondering why the note wasn't sustaining even though the sustain was 100, I thought that meant it would have a volume of 100 (out of 127)
I still don't quite get it, but i wasn't taking it that seriously. The terminology is especially interesting to me. The pacing of the video was pretty good, it could have been longer and kept my attention.
Yes, that's exactly right. By default, Polyphone will assign most things to 60, although it does occasionally try to assign them more accurately - presumably from reading metadata embedded in the audio file. You can manually set the them like I showed in this video, or you can go under the "Samples" tab and set the root key for individual samples. The latter is useful in the event you want to make more than one instrument using the same samples, you can do so without having to set the root keys every time.
Great video, but I need help When I try to upload any sample, polyphone says "file not supported" even if the file extension is correct (.wav) I can't upload my samples nor your example samples you made available Also, I've already tried using both standalone and the installation versions and none of them work
I managed to get it done, I had to move the sample files to the C:\ path I think you should warn in description or in a fixed comment about this bug, many people might not know what to do
Oh I just saw your reply, sorry. I'm surprised to hear that you had to move the samples to the C:\ path, as that's not something I have ever had to do on my machine. This may be something to bring to the attention of the folks at Polyphone. I didn't design this software, I'm just an enthusiastic user of it! Thanks for your comment, hopefully this information will save someone else a headache in the future.
@@SoundFontGuy Oh yeah, I knew you didn't design it but I thought it'd be great if you let in video description a warning about this bug. I think the cause of this error is the path of the file (like "C:\Users\Desktop\sample.wav"), because the "Desktop" in my pc is translated as "Área de Trabalho", in portuguese. Possibly, because of the accent in "Área", couldn't figure the path. When I put the samples directly in C:\, the path was simpler and therefore didn't get an error.
Tried to use polyphone, but some older samples have option to make ping pong loop, I tried to google it, but seems like polyphone and sforzando can't do that, maybe you know how to do that, or what editor to use for that?
But us it possible to extract the sounds of any videogame music modern or not, or even from any other source of music, I wanna replicate the sounds of my favorite bands and games that are not SNES ones.
I don't think I can help you with extracting sounds from games, because that's potentially illegal - but I can help you to create similar sounds! I also have a bunch of free soundfonts on my shop that are based on games. ko-fi.com/soundfontguy
In polyphone, there is a tab above SAMPLES called "General," click that and everything in the window on the right will change, and you will see the name of the soundfont. There you type in whatever you want! If it has no name it will just be empty and you can add something if you want to.
I take it you don't plan to cover how to extract sounds from games due to the legality issues? Edit: forgot to say, this is a very helpful video. I'm gonna sample the c notes off my kalimba and see how it sounds!
Why don't you explain what keyrange is...? You just jump in and tell us what to do instead of making us understand what we're doing . You also don't show how you've got your midi controller set up and connected to polyphone 🤷 Also not everyone uses FL studio 🤦
@@SoundFontGuy I honestly would. It'll bring in more people and give u more exposure. So its a win win. If u can make it just as entertaining as informative you'll have a smash hit.
Wow. This is way easier than I thought… except for two things. 1. I don’t know where I should be looking for instrument samples. Of course for more unique sounds I should record them, but for general sounds where do you recommend (preferably free sources) 2. How do you get them to sound like an SNES sound, and not very realistic. How do I lower the quality?
These are good questions. I think I can help. Freesound.com has a ton of free instrument samples that you can use (look for creative commons). If you're using a DAW, I can go into a deeper explanation of how to make the instrument samples sound lower quality, but I'd have to know which software you're working with!
There's a huge pack of 16 bit samples called "st-xx" that was made for the amiga, the samples are all already low sample rate since they were made in the early 90s so theyre perfect to use in ps1 style stuff :P
Get free soundfonts from my shop, and join the discord!
ko-fi.com/soundfontguy/shop
discord.gg/49FyFyy27t
A Romain Trystram desktop wallpaper, a man of culture I see!
Thanks for the tutorial! That was a lot more straightforward than I was expecting. I've got massive appreciation for devs like the Polyphone creators
The fact that it's open source is really great. Keeping music stuff accessible is huge. I hope the tut was helpful!
This makes me wanna create a SoundFont!
Do it!
Thanks to this video, I was able to make a soundfont using my keyboard's default piano preset and it somehow sounds better than my piano VST that I've been using the whole time before now
Yeees!!! Congratulations!!
i've always wanted to make one of these (I even have polyphony installed and all), but it has always been a little too overwhelming for me. this tutorial makes it feel like a walk in the park.
That's awesome!
You're the best, man. Keep it up!
Thanks for the tutorial!!
Pretty helpful, i was through how to make a soundfont but seemed to hard.
But with your video, my brain just expended lol
You're very welcome! Thank you for watching! I really hope it was helpful.
i have been trying to make an 8-bit soundfont - so this might be my key to realize it
*and thank you of course~
Do it!
Been doing this a lot lately. Love this stuff.
Phenomenal stuff, my man. Hopefully this gets people interested in the lost of art of soundfonts. By the way, I'm always down to test out more of your VST/fonts in my upcoming soundtracks; don't be a stranger!
Ayyy Really cool tutorial video! Thank you!
Thank you for this.
My pleasure!
thanks
it worked
I have a question, If there are some samples that are not in C4, how can I fix it?
Well that depends. What are they on?
@@SoundFontGuy Some are on si and ohter are on la or re
@@jj6800 You can assign them to the key that they are on. I mentioned this in the video!
So if i understand the soundfont ADSR envelope settings properly, it goes like this?
-The sound ramps up from 0 to [sustain] for [attack] seconds
-its held at [sustain] for [hold] seconds
-it then decays from [sustain] to 0 for [decay] seconds OR [release] seconds depending on whether the note is still held down or not?
I ask because this seems to be a little different to how it works in most daws, typcially sustain is the volume the note is sustained at AFTER decay, which is why this type of envelope is called ADSR, attack-decay-sustain-release, whereas this seems more like attack-sustain-hold-decay-release
Good question! You're right in some ways, but let me clarify.
Attack: The sound ramps up from silence to its maximum volume over the duration of the [attack] time.
Hold: Once the sound reaches maximum volume, the [hold] time determines how long it stays at that volume.
Decay: After the [hold] time, the sound transitions into the [decay] phase, where it gradually decreases from maximum volume to the [sustain] level.
Sustain: The [sustain] level is measured as attenuation-0 means full volume, while 100 means complete silence. The sound stays at the [sustain] level until the note is released.
Release: The time it takes to return to silence after releasing the note.
@@SoundFontGuylarger values being quieter is pretty halfwards backass lol, I was wondering why the note wasn't sustaining even though the sustain was 100, I thought that meant it would have a volume of 100 (out of 127)
@@jlewwis1995 Yeah, I couldn't agree more haha. 127 would be the smart move.
I still don't quite get it, but i wasn't taking it that seriously. The terminology is especially interesting to me. The pacing of the video was pretty good, it could have been longer and kept my attention.
So root key numbers are defined by semitones below and above middle C that stands at 60?
Yes, that's exactly right. By default, Polyphone will assign most things to 60, although it does occasionally try to assign them more accurately - presumably from reading metadata embedded in the audio file. You can manually set the them like I showed in this video, or you can go under the "Samples" tab and set the root key for individual samples. The latter is useful in the event you want to make more than one instrument using the same samples, you can do so without having to set the root keys every time.
Great video, but I need help
When I try to upload any sample, polyphone says "file not supported" even if the file extension is correct (.wav)
I can't upload my samples nor your example samples you made available
Also, I've already tried using both standalone and the installation versions and none of them work
I managed to get it done, I had to move the sample files to the C:\ path
I think you should warn in description or in a fixed comment about this bug, many people might not know what to do
Hey, thanks very much for your comment! I've never experienced this problem myself, so I'm not sure how to help.
Oh I just saw your reply, sorry. I'm surprised to hear that you had to move the samples to the C:\ path, as that's not something I have ever had to do on my machine. This may be something to bring to the attention of the folks at Polyphone. I didn't design this software, I'm just an enthusiastic user of it!
Thanks for your comment, hopefully this information will save someone else a headache in the future.
@@SoundFontGuy Oh yeah, I knew you didn't design it but I thought it'd be great if you let in video description a warning about this bug.
I think the cause of this error is the path of the file (like "C:\Users\Desktop\sample.wav"), because the "Desktop" in my pc is translated as "Área de Trabalho", in portuguese. Possibly, because of the accent in "Área", couldn't figure the path. When I put the samples directly in C:\, the path was simpler and therefore didn't get an error.
@@brayanxd4547 That makes perfect sense, you're probably right. I'll add that to the description!
Tried to use polyphone, but some older samples have option to make ping pong loop, I tried to google it, but seems like polyphone and sforzando can't do that, maybe you know how to do that, or what editor to use for that?
Great question! I haven't heard a lot of talk about ping ping loops in a long time, but you can create a makeshift ping pong loop in Audacity!
YEEEEAAAAAAAAAAAAAAAAAAHHHHH
I hope someone makes a soundfont based on the old soundtrack of TBOI.
That would be pretty cool! I wonder what the origin of those sounds is?
But us it possible to extract the sounds of any videogame music modern or not, or even from any other source of music, I wanna replicate the sounds of my favorite bands and games that are not SNES ones.
I don't think I can help you with extracting sounds from games, because that's potentially illegal - but I can help you to create similar sounds! I also have a bunch of free soundfonts on my shop that are based on games.
ko-fi.com/soundfontguy
yay
How do you rename a Soundfont file?
In polyphone, there is a tab above SAMPLES called "General," click that and everything in the window on the right will change, and you will see the name of the soundfont. There you type in whatever you want! If it has no name it will just be empty and you can add something if you want to.
I take it you don't plan to cover how to extract sounds from games due to the legality issues?
Edit: forgot to say, this is a very helpful video. I'm gonna sample the c notes off my kalimba and see how it sounds!
Why don't you explain what keyrange is...? You just jump in and tell us what to do instead of making us understand what we're doing . You also don't show how you've got your midi controller set up and connected to polyphone 🤷
Also not everyone uses FL studio 🤦
You do raise some good points, and maybe I should make a follow-up video that goes more in-depth to better answer these questions.
@@SoundFontGuy I honestly would. It'll bring in more people and give u more exposure. So its a win win. If u can make it just as entertaining as informative you'll have a smash hit.
@@boimesa8190 Thanks a lot, I really appreciate that feedback. I think I'm going to take your advice!
@@SoundFontGuy how's this coming along?
Wow. This is way easier than I thought… except for two things.
1. I don’t know where I should be looking for instrument samples. Of course for more unique sounds I should record them, but for general sounds where do you recommend (preferably free sources)
2. How do you get them to sound like an SNES sound, and not very realistic. How do I lower the quality?
These are good questions. I think I can help.
Freesound.com has a ton of free instrument samples that you can use (look for creative commons).
If you're using a DAW, I can go into a deeper explanation of how to make the instrument samples sound lower quality, but I'd have to know which software you're working with!
@@SoundFontGuy I use FL Studio for all my musical needs.
i know i'm not the guy you asked, but you can use a bitcrushing plugin and turn the downsampling up until it's crunchy enough for you.
There's a huge pack of 16 bit samples called "st-xx" that was made for the amiga, the samples are all already low sample rate since they were made in the early 90s so theyre perfect to use in ps1 style stuff :P