 
                Chiptune - Deltarune - Field of Hopes and Dreams (VRC6+MMC5)
                    Sequenced by ear in 0CC-FamiTracker using both the Konami VRC6 and Nintendo MMC5 chips.
Click here to download the 0CC and NSF versions.
            Click here to download the 0CC and NSF versions.
Category Music / Game Music
                    Species Unspecified / Any
                    Size 120 x 21px
                    File Size 5.18 MB
                Listed in Folders
                    The best I can come up with would be the way you did the beat, and also whatever the sound higher sound coming in at around 1:00 would be called
I'm not very good at actually describing anything related to music tho', sorry
I genuinely love it, also compared it to the original track and to other's Famitracker versions again recently. Still love it, but I just can't say why
            I'm not very good at actually describing anything related to music tho', sorry
I genuinely love it, also compared it to the original track and to other's Famitracker versions again recently. Still love it, but I just can't say why
                    No, I understand.
The percussion has four instruments: The drum tick and the drum hihat are simulated using white noise. The drop and kick are simulated with triangle waves that start at a high pitch and sweep down rapidly to a low pitch.
At around 1:00, the extra-high-pitched instrument is a glockenspiel. That and the piano and pizzicato strings (hand-plucked violin strings) are all simulated with square waves, with notes starting loud and fading to soft according to a halflife interval, whose speed varies with each instrument, faster with glockenspiel and pizzicato notes but slower with piano notes. I did this because this is how these kinds of instruments all fade their notes in real life, whether by a glockenspiel's hammer on a vibrating piece of metal, a piano key's hammer on a vibrating string, or a pizzicato string being plucked. When those instruments vibrate with energy to produce sound, that energy doesn't fade evenly, but gets quieter by half its total energy at a time. For my simulated piano instrument, the halflife interval is 4/15 of a second. So after a piano note starts, it's half as loud after 4/15 of a second, then half as loud as that after another 4/15 of a second, and so on until there's not enough energy left to produce a sound, and the note goes silent.
The lead instrument starting at about 1:00 is an electric violin simulated with square waves. In real life, when a violin bow is pressed back and forth, the player's hand can't press the bow with the same amount of energy at the beginning of the bow stroke as the end of the bow stroke. So some violin bow strokes will start soft and end loud, and other notes will start loud and end soft, usually in the pattern soft-loud, then loud-soft, then soft-loud, then loud-soft, etc., depending on whether the bow is being pushed or pulled along the string. The original version of this song didn't specifically use an electric violin, but I thought it might sound better if my version did, and I'm satisfied with the result.
Though now I only make computer music, I was trained as a classical pianist. I also listened to some string chamber music over the years, and gradually got better at simulating bowed stringed instruments here and here. It's fun to learn the science of how these instruments produce their sounds and find a way to realistically simulate those behaviors in the primitive bleepbloops of chiptune.
I'm not sure if that all will make sense.
            The percussion has four instruments: The drum tick and the drum hihat are simulated using white noise. The drop and kick are simulated with triangle waves that start at a high pitch and sweep down rapidly to a low pitch.
At around 1:00, the extra-high-pitched instrument is a glockenspiel. That and the piano and pizzicato strings (hand-plucked violin strings) are all simulated with square waves, with notes starting loud and fading to soft according to a halflife interval, whose speed varies with each instrument, faster with glockenspiel and pizzicato notes but slower with piano notes. I did this because this is how these kinds of instruments all fade their notes in real life, whether by a glockenspiel's hammer on a vibrating piece of metal, a piano key's hammer on a vibrating string, or a pizzicato string being plucked. When those instruments vibrate with energy to produce sound, that energy doesn't fade evenly, but gets quieter by half its total energy at a time. For my simulated piano instrument, the halflife interval is 4/15 of a second. So after a piano note starts, it's half as loud after 4/15 of a second, then half as loud as that after another 4/15 of a second, and so on until there's not enough energy left to produce a sound, and the note goes silent.
The lead instrument starting at about 1:00 is an electric violin simulated with square waves. In real life, when a violin bow is pressed back and forth, the player's hand can't press the bow with the same amount of energy at the beginning of the bow stroke as the end of the bow stroke. So some violin bow strokes will start soft and end loud, and other notes will start loud and end soft, usually in the pattern soft-loud, then loud-soft, then soft-loud, then loud-soft, etc., depending on whether the bow is being pushed or pulled along the string. The original version of this song didn't specifically use an electric violin, but I thought it might sound better if my version did, and I'm satisfied with the result.
Though now I only make computer music, I was trained as a classical pianist. I also listened to some string chamber music over the years, and gradually got better at simulating bowed stringed instruments here and here. It's fun to learn the science of how these instruments produce their sounds and find a way to realistically simulate those behaviors in the primitive bleepbloops of chiptune.
I'm not sure if that all will make sense.
 
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