Hello there, It's been a while since i've posted properly and used Pd in any capacity. So i decided to set my self a little challenge.
I decided to try and recreate some of the sound effects from the Super Mario games. I got the sound effects from this soundboard specifically Fireball, Jump, Power-up and Warp Pipe. I've linked my patches here for people to have a look at and point me in the right direction for being more efficient with the sound creation and coding process.
mario_fireball.pd
Mario_jump.pd
mario_power_up.pd
Mario_warppipe.pd
The process involved bouncing the audio out of the soundboard, then analysing the file in Izotope RX. From there i could identify things like which wave form to use (square) everything from frequencies, note duration, envelopes and anything else. Initially I had used an infinite bandwidth squarewave but that proved to bright against the original so went with a bandlimited square wave using sinesum. The biquad is a lowpass filter dialed in using [lowpass] and [tanh~] is there just for a little distortion.
But i've hit a brick wall with the 'Yoshi Mount' effect. I think it's something like amplitude modulation with a modulated carrier (FM come AM) based on what i can see:
(an example of the wave form)
does anyone have a few pointers for me, any feedback would be great.
Feel free to use the patches where ever, they're just a bit of fun.
Cheers