THE 9 OPTIONS TO MAKE BEEP BOOPS IN THIS WEB APP THAT YOU WON'T BELIEVE ARE YOUR OWN! #7 WILL LEAVE YOU SPEECHLESS!
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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
BFXR.net
Found this today. Very simple web app to make 8-bit sound effects. Great for things like menu and laser sounds in any game, or, obviously, for any sounds in 8-bit games.
You have full rights to all sounds made with bfxr, and are free to use them for any purposes, commercial or otherwise. Pretty cool. There's also a Windows version, if you're worried about the website disappearing one day.
Found this today. Very simple web app to make 8-bit sound effects. Great for things like menu and laser sounds in any game, or, obviously, for any sounds in 8-bit games.
You have full rights to all sounds made with bfxr, and are free to use them for any purposes, commercial or otherwise. Pretty cool. There's also a Windows version, if you're worried about the website disappearing one day.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
OK, I fixed the topic title.
Ahhh, thanks, I always forget what the name of this version is! I used SFXR for my last couple games, and this looks like it's a newer version of that with more knobs and doodads. This is perfect for chiptune-era games. Very cool :D
Used it a couple of years back. It's really terrible though, you can tell a sound effect made by sfxr/bfxr a mile away and they generally all feel cheap. It's about the same as hearing RTP sfx. It's better to just make your own sound effects by downsampling regular sfx or making them with the VST type stuff that comes with chiptune trackers.
author=Darken
It's better to just make your own sound effects by downsampling regular sfx or making them with the VST type stuff that comes with chiptune trackers.
The problem is what did you just say
bfxr has improved considerably from what it was a couple years ago, and playing around with the output can nicely address the characteristic sound problem that its presets have. I might recommend taking bfxr's raw output and then modifying it further in something simple like Goldwave to suit your needs.
really, though, you're going to be sourcing your SFX from a number of places anyway. sometimes you need something realistic and high-fidelity, but sometimes you'll need something more synthesized.
(the main advantage of bfxr is its speed and accessibility, though -- drpetter created the original as a public tool for game jams and so on, so that people wouldn't have to agonize over sourcing their sfx on a time limit. it's well within the means and expertise of hobbyists, too, which is a big deal considering the learning curve for a lot of other sound tech.)
really, though, you're going to be sourcing your SFX from a number of places anyway. sometimes you need something realistic and high-fidelity, but sometimes you'll need something more synthesized.
(the main advantage of bfxr is its speed and accessibility, though -- drpetter created the original as a public tool for game jams and so on, so that people wouldn't have to agonize over sourcing their sfx on a time limit. it's well within the means and expertise of hobbyists, too, which is a big deal considering the learning curve for a lot of other sound tech.)
author=Kaempferauthor=DarkenThe problem is what did you just say
It's better to just make your own sound effects by downsampling regular sfx or making them with the VST type stuff that comes with chiptune trackers.
By downsampling, he most likely means reducing the quality of the sound file. As for VST, Hes fering to making lil chimes and the like from the sounds available.
I'm well aware of its greatness for game jams and just having something a google a way. But to prevent every lowfi indie game from sounding the same I would point out that "sounds 8bit to me, throw it in there" shouldn't be the maximum of effort. Soundfx are a little more important than that.
It's also pretty easy to tell when a game uses it, unless whoever is making it follows mawk's suggestion.
Until now, I had just been hitting things and recording the noises they make, uploading them to my computer, and modifying them from there. But this is much easier.
The 16-bit era used samples. To replicate that, you would need a synthesizer. You could also just take a sound you found on the internet and downsample it until it sounds like it needs to share 2 MB of space with 1.5 MB of other game assets.
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