
If I understand your question right, you're asking why the static has two different pitches in the loop. The main part of the sound is a broad Operator FM sound with a sweeping filter envelope, through a hard downsample filter, giving it it's vocal sounding quality.ģ. I'm not sure why the 'scaling beat blocks' sound different, but the trailer was made while we were still working on the game, so I probably tweaked it afterwards for the final version. The level 4 boss music also uses the classic 'Think' and 'Amen' breaks.Ģ.

Level 4 uses at lot of sampled TR-808, and the level 3 and 4 boss music uses sampled TR-909, as well as a Korg M1 finger snap. Levels 1-3 used mainly two approaches to hihats and other percussive sounds:Ī) Many of the bell-like and high frequency hihat and similar sounds is made using 'Operator', either using filtered noise or FM patches for more cymbal-like sounds.ī) For the more noisy percussive sounds, especially for level 3, I imported Unity level data files from the game as sample waveforms, found sections that sounded interesting, and played them using 'Simpler'. In the cases where you didn't explicitly state a question, I assumed that you asked about how the sounds were created:ġ. So, in the following, all instruments and effects mentioned are Ableton Live built-in ones unless explicitly stated.

I used Ableton Live for the production, and ended up primarily using the built-in FM synth 'Operator' and the built-in sampler 'Simpler', along with the built-in effects.

The approach to the '140' instrument and sound creation was to base everything on FM synths and low quality samples, inspired from SEGA Genesis and Amiga audio hardware. This one was probably the one that had me most curious.Īlso if I could have a sample of that old trailer "scaling beat block" that'd be awesome. I noticed this sample was used quite often through the soundtrack as well: (remade your trailer for ya: )ĮDIT: Oh! Almost forgot about one more. I ask these things since I'm kind of eager at creating some interesting 140-esque tracks, so learning what types of waveforms and such to use to produce some pretty striking sounds. Speaking of that key, I noticed it has 5 distinct beats, is this an elongated 5:4 rhythm? ( ) I noticed that the beat for the 2nd section of level 3 has it's beat offsest, then suddenly seem to come back when the key sound is introduced as it does in-game, almost fighting the original rhythm ( ) I'm not sure I understand why it does?ġ0. More of a music theory question, but what kind of harmony did you use for Level 4/Main theme, is it constant structure? (I noticed that a lot of the motifs in the main theme were borrowed in the various levels)ĩ. While I'm at it, were most of the level obstacles in Korg, or even almost entire levels?Ĩ. The intros to Level 3 and 4 have these sort of suspenseful droning tones, how did you make those? ( )ħ. Not sure what you'd call this level 4 obstacle but the game files say "Laserbeam" that are the shifting static rows/columns? ( )Ħ. The "Larve" sounds in both the main theme and Level 2? ( )ĥ. The jumper pads w/ static were pitched on Level 3? ( )Ĥ. ( As a side note, how did you make those sounds?)ģ. I noticed that the "Scaling Beat Blocks" sound different in the trailer than they do in-game, I'm kind of curious why the sounds were changed in the final tracks. What type of percussion samples were used in the various levels? They seem like TR/CR based ones, were those Built-in, Hardware, or something else?Ģ.
KORG M1 CHOIR FREE
(feel free to not answer some of these)ġ. Mostly gonna be about how you produced specific samples, I provided cuts of them to avoid confusion. I'll just a bunch of questions at once then.
