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meraxes

Whats the best way to create that "16-bit" style music for a JRPG?

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Hey,
I'm interested in composing original music for my RPG Maker game, and though I have plenty music samples and VST tools to compose with, my concern is that they all sound too "real" to fit in with a 2D-graphics JRPG game. Can soft-synths do this? I'm looking to dial-in a 16-bit retro sound, similar to the style of the music in games like Chrono Trigger for SNES and Golden Sun for the GBA. I've heard that many of the sounds in these games are actually just real instruments whose sounds were heavily downsampled in order to fit the specs of their platforms.
Do I use soft-synths to create that 16-bit sound, or I am I better off composing with my real instrument samples, and then downsampling/bitcrushing these in order to achieve that sound?

Any thoughts or opinions would be much appreciated, thanks.

-Meraxes
 

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soft-synths would bring a more synthetic sound, as would be used in that day and age, there are quite a few SFz that work really really well for 16bit content! FluidR3 is one that has come to mind :) 

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I create all music myself but my RPGVX projects are just to enhance my audio.

8bit vst's are perfect for this program, although my style is more *rock* orientated this program really invites me to try new things.
I think that my jazzy song is a perfect example, created it cause I was in need of some town music. 
Otherwise I would probably never tried to create such a song lol

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I create all music myself but my RPGVX projects are just to enhance my audio.

8bit vst's are perfect for this program, although my style is more *rock* orientated this program really invites me to try new things.

I think that my jazzy song is a perfect example, created it cause I was in need of some town music. 

Otherwise I would probably never tried to create such a song lol

 

This has NOTHING to do with what this thread is about it is asking about what INSTRUMENTS. He's not asking for examples. 

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A vst is the source of an instrument and all I wanted to say is that 8bit vst's work great for RPGVX.
Only tried to share some advice.

Edited by carfie

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For the love of all that is holy go check out http://www.tweakbench.com/ There are many awesome "old school" sounding VST's for free. I've used Peach (you may have to cut some of the low eq on higher layers as it can muddy up your sound if you don't) and Triforce the most! You may also want to check out the free VST called Firebird https://tone2.com/html/firebird%20vsti%20vst%20synthesizer%20plugin.html

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A vst is the source of an instrument and all I wanted to say is that 8bit vst's work great for RPGVX.

Only tried to share some advice.

What would have been preferable would be for you to mention what VST's you used, rather than just say they're good and show off your work. It can come across as quite rude, if you only share your work, which a lot of your posts have been like that. What I would suggest you do, in future is to share HOW you make it, not just go "This is my album". That way it'll give off a better impression. The entire premise of this forum, isn't for advertising your work. It's a small place where fellow musicians, and new musicians can get and share new ideas, talk about how you compose.

 

 

For the love of all that is holy go check out http://www.tweakbench.com/ There are many awesome "old school" sounding VST's for free. I've used Peach (you may have to cut some of the low eq on higher layers as it can muddy up your sound if you don't) and Triforce the most! You may also want to check out the free VST called Firebird https://tone2.com/html/firebird%20vsti%20vst%20synthesizer%20plugin.html

I second tweakbench! Their instruments are brilliant :) Alongside this Plogues Chipsounds is a brilliant paid alternative! 

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Fair enough Jonnie, my intention was just to show an example that is all... Not intended to be rude.
Anyways, the vst's Trevuar named are indeed very interesting.

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I'll throw my hat into the ring. While I've never used 16 Bit style stuff in my game music I HAVE used it in my releases. Don't worry, not gonna post a bunch of samples. What I will do is post the links to the stuff I use!

 

First off you're gonna need to know, it's kinda wonky but let me tell you - the end results are MAGNIFICENT.

 

1. VSTSynthfont http://www.synthfont.com/VSTSF_news.html

2. Get yourself a sexy little SNES Soundfont! Everything I've used came from http://www.williamkage.com/snes_soundfonts/

3. Use whatever fancy doodad you prefer to input your musicy notes (MIDI Keyboard with Final Fantasy soundfonts will literally make you feel like a god. Fair warning)

4. There is no four.

 

One of the cool things about William Kage's site is he links you to samples of him using the soundfonts, as well as the soundfonts themselves.

 

Anyway, happy hunting. I hope this is something like what you were looking for :)

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How about Caustic? Caustic is free and can also be used to Android phones (Android version costs money though)

 

I have few samples here:

 

These are very basic sounds you can make with Caustic though

It may not be as powerful as FL Studio but it is easy enough to operate and learn in a day or two.

 

 

EDIT:

Oops! I'm sorry, I thought you were looking for DAWs. I read the post again and it's VSTs LOL

Edited by don carbajosa

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Hey, another thing you can try is using soundfonts! There are a good deal of GM banks that have a large host of instruments that will give you that 16-bit style that I am (assuming) you are looking for. Now, I don't use GM Banks regularly, but here are a few notable ones I found:

 

Merlin GM Banks

http://www.soundfonts.gonet.biz/

 

Ntonyx Soundfont

http://www.ntonyx.com/sf_f.htm

 

Unison GM Soundbank

http://www.sf2midi.com/1eb-28-8mg-unison-gs-gm-bank-sf2/

Edited by M4uesviecr
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I second M4uesviecr and DeadCrescendo!  Soundfonts are the easiest way I've found to replicate that early-90's console sound.  Another thing to keep in mind while you're writing is to limit the number of voices you use, probably to 8-12 voices. This usually means not using too many chords, simultaneous drum hits, that sort of thing, and will help to emulate the limitations of the technology at the time.

 

All the best with your project!

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