When toms (parts of the drum kit) are simulated in chip tunes or electronic music (not necessary on the NES platform) this is usually achieved with a pitch slide downwards.
I wonder why this "works" at all. Technically toms, just like any other percussion instruments have a fixed, constant pitch. The pitch of a tom drum cannot vary because both the tension of the skin and the physical dimension of the tom remains constant. Having the pitch going downwards would mean either enlarging the tom or reducing the tension of the skin on the fly - two things which are obviously impossible.
So I wonder - why aren't toms simulated with a constant pitch in chip music ? That'd probably sound much more realistic - although the pitch should probably fall outside of the normal notes so that it is obvious it is part of the rythm and not part of the melody ?
Ideally I'd simulate a tom with a very short white noise, added with a long sine wave of constant frequency and exponentially decreasing intensity. This can't be done on the NES obviously - but having the frequency slide downwards to simulate a tom seems obviously wrong technically - even if for god knowns why reason sometimes it works well in practice.
I wonder why this "works" at all. Technically toms, just like any other percussion instruments have a fixed, constant pitch. The pitch of a tom drum cannot vary because both the tension of the skin and the physical dimension of the tom remains constant. Having the pitch going downwards would mean either enlarging the tom or reducing the tension of the skin on the fly - two things which are obviously impossible.
So I wonder - why aren't toms simulated with a constant pitch in chip music ? That'd probably sound much more realistic - although the pitch should probably fall outside of the normal notes so that it is obvious it is part of the rythm and not part of the melody ?
Ideally I'd simulate a tom with a very short white noise, added with a long sine wave of constant frequency and exponentially decreasing intensity. This can't be done on the NES obviously - but having the frequency slide downwards to simulate a tom seems obviously wrong technically - even if for god knowns why reason sometimes it works well in practice.