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Super Metroid synths

Posted: Fri Nov 07, 2014 5:08 pm
by friendship
I really like the dark, spooky synths used on the Super Metroid soundtrack, such as this piece:

https://www.youtube.com/watch?v=mtLWUkAqQBM

Any ideas on how to emulate these sounds? I have access to Reason's soft synths (Subtractor, Malstrom, Thor).

Re: Super Metroid synths

Posted: Fri Nov 07, 2014 5:16 pm
by Pepe
I have never used softsynths, but try an FM synth emulation if you don't have a real DX-7 or a similar machine. Except for the choir-like sounds I think that my KORG DS-8 4-OP FM synth can handle that easily. That fake rain sound and the noise is already covered by the factory presets. You can hear those FM-typical artefacts in the low string-like voice. FM and X-mod can do something like that.

Re: Super Metroid synths

Posted: Fri Nov 07, 2014 5:25 pm
by WeHuntKings
This thread interests me as well. I think that might be in my top 5 games of all time. Would love to mess with these tones.

Re: Super Metroid synths

Posted: Fri Nov 07, 2014 5:38 pm
by friendship
Pepe wrote:I have never used softsynths, but try an FM synth emulation if you don't have a real DX-7 or a similar machine. Except for the chorus-like sounds I think that my KORG DS-8 4-OP FM synth can handle that easily. That fake rain sound and the noise is already covered by the factory presets. You can hear those FM-typical artefacts in the low string-like voice. FM and X-mod can do something like that.
Oh good call. I think the Thor has some FM function, but I've never really delved into it; FM programming has always daunted me a little bit. Anything tips for getting strings/pads/brass and stuff?

Re: Super Metroid synths

Posted: Fri Nov 07, 2014 5:48 pm
by Pepe
No, because the KORG DS-8 has a fantastic sound editing engine that makes it almost as easy to use as a common substractive synth. I had the chance to try out a Yamaha DX-27 years ago, but I couldn't find out what to do without a manual. So I'd recommend to listen through the sofsynth presets and start editing those patches that come near to the desired tone.

Re: Super Metroid synths

Posted: Fri Nov 07, 2014 7:35 pm
by Inconuucl
Stacking detuned octaves is what you're looking for, that and filter your signal up the ass. I use to do it all the time with Massive. I'll post a more detailed explanation once I'm home from the gym. :lol:

Re: Super Metroid synths

Posted: Fri Nov 07, 2014 8:23 pm
by hiorgos
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Re: Super Metroid synths

Posted: Mon Nov 10, 2014 1:08 pm
by friendship
Inconuucl wrote:Stacking detuned octaves is what you're looking for, that and filter your signal up the ass. I use to do it all the time with Massive. I'll post a more detailed explanation once I'm home from the gym. :lol:
I was messing around with this in Thor the other day and got some pretty cool sounds! Making the pitch of each oscillator a little drifty makes for some fat sounds.

Re: Super Metroid synths

Posted: Thu Jan 19, 2017 7:44 pm
by friendship
bumping this thread after 2+ years because I've cycled back to loving the sounds on this OST and still haven't really got the sounds. I haven't been able to pick up a DS-8 yet, maybe that would get me all the sounds but I have no idea.

I love every element of this tune: the arp, the timpani, brass lead, choir https://www.youtube.com/watch?v=5vYsVk23oxA

Here's the whole OST btw: http://www.metroid-database.com/sm/music.php

Re: Super Metroid synths

Posted: Thu Jan 19, 2017 8:18 pm
by waltdogg
relevant to my interests.

Re: Super Metroid synths

Posted: Thu Jan 19, 2017 8:36 pm
by friendship
I will say that a lot of the sounds seem to be sampled. Pads and so forth repeat every second or so, depending. Also, the higher the note, the faster the repetition which is a hallmark of pitch mapped sampling. But I dunno

Re: Super Metroid synths

Posted: Fri Jan 20, 2017 2:50 am
by UglyCasanova
Volca FM?

Re: Super Metroid synths

Posted: Fri Jan 20, 2017 2:59 am
by lordgalvar
Super nintendo was a PCM/DSP sample based engine with some filtering and envelope built in. https://en.m.wikipedia.org/wiki/Nintendo_S-SMP

Early PCM synths and samplers would be closest, though not exact. Maybe something like an Ensoniq Mirage, Roland s330, Roland d50, Korg M1 (or m01d for the DS). (I know the sample quality on these aren't 1:1 with the Nintendo, but I think they might be the right direction). Downsampling/SRR/crushing/distortion will help too.

Part of the character to me is trying to fit as many samples as possible at the highest quality into a tiny space constraint. Certain samples will be over sampled and other under depending on the character/need.

I've heard FM and wavetable synths get some of those sounds, especially in the Jexus demos of the dx7 and ESQ-1. I think you can get close in a lot of ways with digital synths...It's all about the programming.

Sega Genesis had an FM synth (the Genesis sound processor chip is the same chip that was the core of the Master System which is why you could play MS games on the Genesis/MD).

Re: Super Metroid synths

Posted: Fri Jan 20, 2017 8:08 am
by MechaGodzilla

Re: Super Metroid synths

Posted: Fri Jan 20, 2017 11:18 am
by friendship
I'm going to kiss both of you on the mouths.
lordgalvar wrote:Super nintendo was a PCM/DSP sample based engine with some filtering and envelope built in. https://en.m.wikipedia.org/wiki/Nintendo_S-SMP

Early PCM synths and samplers would be closest, though not exact. Maybe something like an Ensoniq Mirage, Roland s330, Roland d50, Korg M1 (or m01d for the DS). (I know the sample quality on these aren't 1:1 with the Nintendo, but I think they might be the right direction). Downsampling/SRR/crushing/distortion will help too.

Part of the character to me is trying to fit as many samples as possible at the highest quality into a tiny space constraint. Certain samples will be over sampled and other under depending on the character/need.

I've heard FM and wavetable synths get some of those sounds, especially in the Jexus demos of the dx7 and ESQ-1. I think you can get close in a lot of ways with digital synths...It's all about the programming.

Sega Genesis had an FM synth (the Genesis sound processor chip is the same chip that was the core of the Master System which is why you could play MS games on the Genesis/MD).
This is super helpful information, thank you. I was too young to mess with FM and PCM synths when they were around, and too old to have gotten into them with the recent revival. Now's the time I guess! I've never watched Jexus demos before, this guy rules.
I'm excited, I haven't used SoundFonts in over 15 years. Gonna dl that when I get home, I think they're compatible with Reason.