I have been trying to recreate some sound effects into my nsfs (using either mml or famitracker).
One particular sound effect that has caught my attention is from Kid Icarus, when you kill an enemy. This sound has a flutter like effect, where the volume rapidly goes between zero and full volume. For instance: (8 0 8 0 8 0). Also, each pitch waits for an instant and jumps up to the next octave. i.e (0 12)
However, I have been unable to recreate this sound, because of timings. It seems that the volume flutters faster than "on one frame, off the next". Like 1/2 a frame on, 1/2 a frame off.
I wanted to ask someone with a more technical background than myself if this is the case, or if this is even possible on a nintendo game? And if so, is there a way to get this faster frame-rate on homebrewed nsfs?
Thanks!
One particular sound effect that has caught my attention is from Kid Icarus, when you kill an enemy. This sound has a flutter like effect, where the volume rapidly goes between zero and full volume. For instance: (8 0 8 0 8 0). Also, each pitch waits for an instant and jumps up to the next octave. i.e (0 12)
However, I have been unable to recreate this sound, because of timings. It seems that the volume flutters faster than "on one frame, off the next". Like 1/2 a frame on, 1/2 a frame off.
I wanted to ask someone with a more technical background than myself if this is the case, or if this is even possible on a nintendo game? And if so, is there a way to get this faster frame-rate on homebrewed nsfs?
Thanks!