Sample ID Help

Discussions about anything related to samplers and sampling techniques.
Post Reply
felineki
Newbie
Newbie
Posts:5
Joined:Thu Jun 24, 2010 1:16 pm
Sample ID Help

Post by felineki » Thu Jun 24, 2010 2:17 pm

Recently I've been attempting to identify the sources of samples used in various video game soundtracks. One of the soundtracks I'm focusing on is Konami's Gradius III, which is mostly FM based but also uses two sample channels. Here is the music sample ROM converted to WAV, but with noise eliminated and spaces placed between samples to make them easier to hear distinctly.

So far, I've identified 6 of them: The timpani is from the "Gong/Tympani/Voice" disk from the Emulator II/Emax library; the sharp snare at 00:06 is from the L-711 "Drum Hard Set" disk for the Roland S-7xx series; the ride bell and crash cymbal are from the Yamaha RX-5 (or possibly RX-7 or RX-8, since they seem to share many sounds); the open hi-hat is from the Korg M1; and the Fairlight orchestra hit is from the Akai XR-10 drum machine (visual comparison of the attack portion of the waveform made this one clear). There are a couple more I have suspects for, but am not confident enough to call yet.

To give a time frame, this game was released in December of 1989. The brass ensemble + timpani roll sample at 00:13 was around in 1987, since it was used in a different Konami game that year (A-JAX). And if my ears can be trusted, the sample at 00:10 that I don't really know how to describe was around as early as 1986, since it seems to be in a movie soundtrack from that year (track "Haru no Otozure" from movie "Koneko Monogatari").

Any help identifying the rest would be greatly appreciated. Thanks! :)

User avatar
speak_onion
Junior Member
Junior Member
Posts:132
Joined:Wed Sep 30, 2009 4:07 pm
Real name:Dan
Gear:Octatrack, G2 Engine
Band:Speak Onion
Location:Queens, NY
Contact:

Re: Sample ID Help

Post by speak_onion » Thu Jun 24, 2010 4:50 pm

1) I'm beyond impressed at what you've already identified.

2) Please don't take this the wrong way, but why in the world are you doing this?

felineki
Newbie
Newbie
Posts:5
Joined:Thu Jun 24, 2010 1:16 pm

Re: Sample ID Help

Post by felineki » Thu Jun 24, 2010 10:45 pm

I like a lot of the samples that were used in old video game soundtracks, and finding out where they originated from is interesting to me. On top of that, due to the limitations of the sound hardware that these games ran on, the samples often had to be resampled at lower bit depths and sample rates than their original forms; thus the source versions are usually higher quality. I do a bit of sequencing and tracking as a hobby, and have some interest in the idea of recreating the game tracks with the higher quality source versions of the samples, as well as using them for other miscellaneous sequences and such. Might sound weird, but growing up playing all those late 80's to mid 90's games seems to have shaped my tastes a lot. :D

cartesia
Expert Member
Expert Member
Posts:1287
Joined:Sat Jun 02, 2007 7:55 am
Gear:Octatrack
Bass Station 2
Band:TBA

Re: Sample ID Help

Post by cartesia » Fri Jun 25, 2010 3:47 am

"I will only use the exact same tympani sound found in X game made in the year Y".. yeah I'd say that's weird!

are you saying unless a sound was in an oldschool game, you wont use it? .. . when they made the game they were probably just like 'ok i need a tympani.. doesn't really matter which, they all sound like tympani.. ok heres the first one i found.' :lol:

felineki
Newbie
Newbie
Posts:5
Joined:Thu Jun 24, 2010 1:16 pm

Re: Sample ID Help

Post by felineki » Fri Jun 25, 2010 4:21 am

cartesia wrote:are you saying unless a sound was in an oldschool game, you wont use it?
Not exactly, more that I just personally like a lot of these sounds and think it would be fun to use them. However, for the "remastering" concept I mentioned, using the same sounds would be necessary because the goal for that would be attempting to accurately reproduce the original soundtrack but without the limitations of bit depth, sample rate, polyphony, etc. that the original hardware had. Which probably sounds pretty pointless, but it's something I'm interested in attempting.

Post Reply