How to optimize genesis samples for the SNES
BotB Academy n00b s0z
 
 
204287
Level 3 Playa
Da Flarf
 
 
post #204287 :: 2024.12.16 3:36pm
I'm a simple man with a simple goal: rip guitar and bass samples from the genesis, put 'em on the SNES, and prove that the power of samples can trump the genesis' FM in all departments.

I've already ripped .TFI patches and recorded 'em as waves at 32khz. What I'm having trouble with is looping them in a convincing way while keeping the file short. I know how crossfading works but I Can't seem to get it right.

When looking at the mega man x2 overdrive guitar, I noticed that the entire sample is barely more than .2 seconds. Can someone walk me through making a convincing looping Genesis sample for the SNES?
 
 
204411
Level 28 Chipist
Jangler
 
 
 
post #204411 :: 2024.12.17 12:44pm :: edit 2024.12.17 12:55pm
in the general case, there is no way to turn an FM patch into a short looped sample without losing important information. i'm not super familiar with OPN2 specifically, but in ex. OPL2 you're likely to have release-phase modulation changes, LFO-type modulation, and various kinds of key scaling. and in many FM systems there are no guarantees that the operators will all have a common fundamental frequency

but for a perfectly harmonic patch you can always try making a loop with a period equal to the inverse of the fundamental frequency after all the envelopes have reached the sustain phase
 
 
204427
Level 3 Playa
Da Flarf
 
 
post #204427 :: 2024.12.17 3:00pm
Yeah that's what I worried. I'll settle for only making samples out of short FM patches (which should work for guitars and basses)
 
 

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