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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1440903682924.jpg (35.85 KB, 290x400, 29:40, sayanything1.jpg)

29bda7 No.21402

Vintage Resources on Audio

I'm looking for resources on pre-sample sound effects. That is: sound effects based on frequency and ADSR envelope manipulation of simple waveforms (triangles, sine, sawtooths, etc.). The kind of thing done by Atari and BASIC-based games as well as by physically wiring up oscillators and timers with caps and inductors.

I'm sure something like "BASIC sound effects" or the "big book of electronic sounds with the 555-timer" has to exist. I certainly remember the occasional sound effect circuit in popular electronics as a kid.

I've not had much luck with web searches. BASIC, of course, is an overriden term and I keep getting hits for musical synth or more modern stuff that relies on having sample memory.

I wouldn't mind buying a used book or two, but obviously an HTML or PDF trove of this stuff would be great.

b01a27 No.21404

Atari and basic based games of old literally just used circuitry to do it. If you want to be able to control all of this stuff in real time, you really need a decent threaded, real time sample generator to feed your game's audio based off of messages sent to it. Quite a bit more complex than would really be worth it, unless the music is a major component of your game. If this is in fact what you're after, my suggestion would be PortAudio, a library for C/C++ that allows for such fine grained, real time audio, in a cross platform library.

If you just want retro audio, grab any number of free synthesizer software that's out there, and fiddle around until you get sound effects you can save as wav, mp3 or ogg vorbis audio, then simply load that and play them at the right times. Just about any synthesizer software has this stuff, though, understandably, you won't be able to do much with changing how long a note is sustained, since the results would be pre-recorded.


29bda7 No.21406

The realtime synth part isn't really the problem. I've written similiar thing before and---as you point out---I can always can the effects if I need to. I'm more or less looking for a bunch of examples of the *art* of it... Stuff like: low-pass filtered white noise given an extremely sharp attack, a slightly less sharp decay, and a release of about a half a second == the standard atari tank combat "explosion" sound or that [this](http://www.seekic.com/circuit_diagram/Basic_Circuit/STEAM_LOCOMOTIVE_WHISTLE.html) sounds sort of like a train whistle.

In other words, I've got enough programming and electronics experience to translate such circuits or BASIC listings into modern synth environments but I'm not a sound designer. I'm just looking for a bunch of vintage examples.


b01a27 No.21407

>>21406

Ah. Good luck. If there is something like that out on the internet, it is a well hidden and occult thing. All I can suggest is to download waveforms and look at them in audacity, Praat, or some other audio software, then ask yourself what the basic waveform looks like and what the modulation pattern looks like. Either that, or just play around and when you find a sound effect you like, write down the parameters you used to make it.




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