(You may want to turn your volume up a bit; this was only normalized, no compressor was used. Also, this loops once.)
It's a song (track, composition, whatever) of a NES-ish, kind of action/boss-ish sort. Maybe involving a mechanical-ish or sort-of-futuristic building (a factory, maybe?), or some robot(s) or cyborg(s) or something. Honestly, I'm not too sure myself -- this wasn't composed with a specific theme or setting in mind, it was just channeled compulsion.
This basically originated from a case of composing block -- I've started no less than six different tracks since I began composing again a couple months ago, yet couldn't finish ANY of them... I kept either hitting a point where I ran out of ideas, or found I hadn't any samples or VSTs that matched up well enough to what I needed, or simply lost interest and working on them became a chore. In the end, I basically went "How about something un-serious and compulsive instead?", and started this (on the idea of "something roughly NES-ish, and maybe boss-y") on a whim.
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The sound is set up to be basically NES stuff, although it bends a variety of rules and specifications. It uses a total of five discrete channels (square, square, triangle, noise, PCM) with no overlap, and the actual waveforms used in those channels are basically accurate (square has only 1/2, 1/4, or 1/8 duty cycle, triangle is plain, noise is 1-bit, PCMs are shit).
Exceptions are as follows: - The volume and pitch controls are more precise than NES spec, both level- and time-wise; 200/s rate (instead of 60/s) combined with 0-64 volume range (vs. 0-15) with smooth envelope interpolation. - The waveforms are not 100% accurate -- the triangle isn't 4-bit, the white noise is continuously random instead of a short, ordered loop, and the drum samples are just 4-bit @ 8192Hz instead of actual delta PCMs. I don't have anything that can reasonably simulate the NES's DPCM format, and FamiTracker can only convert TO it, thus making them unusable outside of FamiTracker itself... :/ - Full, independent volume control is used on the triangle, noise, and DPCM channels (although I avoided using volume on the PCMs for anything but note volume, since envelopes would have lessened/hid some of the artifacting). - Stereo sound with panning.
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So, basically, it follows most of the rough design specs and limitations of the NES's sound system, but with a higher overall fidelity.
I might arrange a non-chiptune version of this. If I do that, though, it'll probably be after a bit of revision. It's also possible I might put up some of the half-finished stuff I tried, and maybe I'll actually finish one or two of them eventually.
... Yes, this is being uploaded here months late. No, I don't have anything else/newer to upload. Yes, that will hopefully change. *Shrug*
... Oh bloody... It does paragraph breaks after each alignment change? That list at the beginning isn't supposed to be all spaced out like that, sorry. :(