Metal Gear Solid Soundfont
Tvalenca wrote:For SCC style tunes, remember that altough SCC is based on the same technology used on Samplers and SoundFont modules, they have a ridiculously short sample memory, so keep it in mind when using any VST to replicate SCC sound.Their size isn't what matters these days. Even with a size of only two samples, containing -1 and 1, any decent playback code would be able to render a clean triangle from it, when using linear interpolation.
Metal Gear Solid Series
It's not the sample size that created the gritty nature in SCC tones, it's the playback, which was rather basic and not very clean. I assume it just didn't interpolate neatly, instead just picking the integer part of the sample location, disregarding the fractional part. And then there was the SCC-bug with very soft sounds (fixed in the SCC-I), that added more weird grit to it.Native Instruments FM8 has a 'digital' slider which adds some neat gritty grit to any sound. Works for me, any time. Wolf wrote:Native Instruments FM8 has a 'digital' slider which adds some neat gritty grit to any sound. Works for me, any time.Hmmm kinda reminds me.
Not sure if this is the same as what you are talking about but with a bitcrusher effect on main bus (all channels) you could create that gritty sound also. Maybe not totally SCC but its I think this is gonna sound very 'retro'(for instruments just use any synth where you can just choose basic waveforms square/triangle/sine/whatever, without applying filters or any effect).
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Metal Gear Solid Movie
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