Wurlde - Music and Sound Effect Forum

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Twilighte
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Wurlde - Music and Sound Effect Forum

Post by Twilighte »

I want to achieve a freeform piece for the title of this game.
When i refer to freeform i am not referring to a pseudo freestyle but that the piece of music is played with less accurate human qualities, damn i need some SM action here. :P
On the technical side the music will be interrupt driven with a variation of SID providing a single channel variable pulsewidth waveform.
This will be used for the freeform sound and bass instrumentals.
I am also hoping enough CPU is left to provide a digidrum(possibly 400 or 800Hz).


For the game, i want environmental sound effects like waves, wind and birdsong. I seem to remember a ZXSpectrum 128 song that demonstrated birdsong. Whilst the timbre of the sound is not alterable an accurate approximation of the pitch and volume changes of the original birdsound should provide a realistic alternative. :P

Please post ideas and comments here.
:wink:
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Twilighte
Game master
Posts: 819
Joined: Sat Jan 07, 2006 12:07 am
Location: Luton, UK
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Post by Twilighte »

I have now decided on the format of most sound in the game.

For countryside scenes (screens) birdsong, trickling water, rustling trees will be heard.
For Seashore and cliff edge scenes there will be waves crashing on shore, seagulls cawing in sky, etc.
Sassubree town will have a tune playing like Scarborough Fair or Rosemary and Thyme.
Internal scenes like in castles, music will be more dramatic.
The Monastary on Samson Isle will have gregorian chant style music.

The other point to mention here is that all sound effects and music will be held in the same Top 16K memory as the screen that they apply to, which provides more work for me but much greater variance in sound. :)

As for the music editor to do all this, i can achieve the music in Sonix, and probably do the Sound Effects in SFX editors i have like the one i used for Times of Lore, Magnetix or Space99.
However the main theme music is a different 'kettle of fish' and will require much more specialist sounds.
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