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How to remove noise from digitized samples?
http://forums.nesdev.com/viewtopic.php?f=6&t=14412
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Author:  DRW [ Wed Jun 15, 2016 4:21 pm ]
Post subject:  Re: How to remove noise from digitized samples?

Well, that sucks big time.

Author:  lidnariq [ Wed Jun 15, 2016 6:15 pm ]
Post subject:  Re: How to remove noise from digitized samples?

Anyway, I said that you could exchange the squeal at the Nyquist frequency with some other noise. Here's an example. You probably won't like it.
Attachment:
demo.ogg [16.1 KiB]
Downloaded 60 times
All I did was add -40dBFS blue noise┬╣ to your wav before converting it.
┬╣ specifically, -40dBFS white noise followed by a first-order highpass at 8kHz

Author:  B00daW [ Wed Jun 15, 2016 6:25 pm ]
Post subject:  Re: How to remove noise from digitized samples?

Being fairly experienced with NES/Famicom music I've run into this issue quite a few times.

My suggestion to you would be:
1.) Chop up the samples and leave the silence up to timing.
2.) While the samples are playing, have the noise channel playing long-pattern white noise at a relatively high frequency at a mid-grade to low volume.

Author:  DRW [ Thu Jun 16, 2016 2:35 am ]
Post subject:  Re: How to remove noise from digitized samples?

B00daW wrote:
While the samples are playing, have the noise channel playing long-pattern white noise at a relatively high frequency at a mid-grade to low volume.

Since I didn't do the soundtrack myself, but had a composer, and since I use FamiTone for the game itself and I therefore don't know much about all that stuff, can you please provide me an FTM file with an example of the noise channel making the sounds that you describe?

Author:  tepples [ Thu Jul 14, 2016 7:29 pm ]
Post subject:  Re: How to remove noise from digitized samples?

Noise channel, note C, volume 1. At least that's what Dance Aerobics appears to do.

Author:  DRW [ Thu Jul 14, 2016 11:55 pm ]
Post subject:  Re: How to remove noise from digitized samples?

Thanks.

In the meantime, I optimized my code and got a good amount of ROM space back. There's still one character to implement, but in the moment, I'm speculating on the possibility that I'll actually manage to include my sample with maximum quality.

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