Most commercial SNES games don't sound as crispy as a typical Mega Drive game, but not every instrument needs that much high-frequency energy, and there are nice-sounding titles that don't sound particularly muffled. One of the best examples is Energy Breaker, which illustrates the principle of selective optimization.Pokun wrote: Tue Dec 10, 2024 2:59 pmI see, so it's more a pushing the hardware to the limits more than the developers back in the day ever did kind of thing, in other words usual homebrew scene stuff.
On the homebrew side, a number of tracks from Sonic games have been duplicated on SNES (sadly the video is now private), and they often sound virtually identical, even though I'm pretty sure they just use conventional techniques. There are things the Mega Drive can do that you'd have to get tricky to duplicate on SNES, but by no means all MD games actually did such things.
Yes, BRRTools has a feature that boosts the treble before conversion. Last I checked, it wasn't as accurate as my FIR, but it's way easier to use (and might result in less BRR distortion than my filter, but this has not been shown to be an important effect).But is it possible to create crisper samples than normal just using BRRtools? I remember using it many years ago but I think it has been updated since then.
If I were you I'd go absolutely nuts on the samples. The NES can't make all that many different sounds, so generating samples at as many pitches as possible is probably the best way to get rich harmonics on the low tones without running into Nyquist folding on the high tones. I'd also try to come up with some way of dynamically switching samples as the pitch changes, so pitch bends can't break this scheme.I'd like to port my NES sound driver to SNES someday, and for that I need samples and to understand how that Guassian interpolation and stuff works.
The SNES generates noise differently than the NES. Apparently, though, it's possible to approximate it without too much craziness.
You'll still need to leave room for the DPCM samples, but surely they won't take up all that much space in most cases... I suppose if you were willing to implement a streaming feature you could save some space that way, as well as supporting larger quantities of sampled sounds...
Or have I misinterpreted, and you just wanted to make SNES music without starting from scratch with the codebase?
...from what I'm reading, this may not be true. Apparently there was a substantial lowpass filter involved in the Mega Drive's audio output, and the difference between the Mega Drive and SNES may have been dwarfed by the differences between various models of Mega Drive. Does anyone know more?93143 wrote: Mon Dec 09, 2024 8:40 pmAlso, technically anything running at 32 kHz is going to be more "muffled" than the FM synthesis coming out of the YM2612