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What EQ curve should I use for Genesis

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Thread replies: 83
Thread images: 12

so it doesn't sound so flatulent?
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>>3762628
Lots of fat bass, 'cause some electro tunes sound too sharp and because I like nigger /mu/zak.
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>>3762628
No curve, set all bands to max db
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>>3762628
Nice meme faggot
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>>3762982
Is nigger muzak rap over elevator music?
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>>3763037
Rap with chillout , classical and choir boys.
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>>3763064
>forgot r&b and soul.
That's regressive Trump tier music.
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>>3762628
-1 0 0 3 0 1 9 9 9
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>>3763107
>That's regressive Trump tier music.

Right.
>>
>>3762628
How about you just listen and experiment yourself? Don't be spoonfed someone else's idea of a good frequency response, ask what appeals to you?

The room acoustics will affect the sound too.
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>>3763781
Not OP but not everyone knows how the frequency spectrum translates to their ears well enough to know what they're doing with a 24 band or parametric EQ.

OP, try to isolate the shitty sounds you don't like by turning bands all the way up and then down to zero. Play around with it until you get it right.

You'll likely want to attenuate the ~500hz mark as that can get muddy and maybe around the 1-2k mark. Really depends on your speakers and the room like the anon above said.

If you're using a bookshelf stereo system like from Best Buy or whatever you'll probably wanna cut the 100-250hz range cause they like to boost those to make people think they have a tight ass system by making it excessively boomy.
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>>3762628
You should leave that shit flat and get better speakers. EQs are just there to try and make up for the deficiencies in your shit setup.
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>>3762982
Bass will enhance the flatulence, as it is a low pass filter that accentuates frequencies around the natural resonance of buttocks.
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>>3764627
>what are acoustics
>what are rooms
>what are individual differences in physiology and neural circuitry
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>>3765091
I see the Genesis at least didn't TRY to do guitar here. Memorably laughable results when it did.

Actual Aerosmith Dude Looks Like A Lady
>https://www.youtube.com/watch?v=acQ6jLe3R8E

SNES Dude Looks Like A Lady
>https://www.youtube.com/watch?v=7TRIUXzUrCY

Genesis Dude Looks Like A Lady
>https://www.youtube.com/watch?v=2k7Tq0XgfLI

Actual Aerosmith Rag Doll:
>https://www.youtube.com/watch?v=udgSerJSubk

SNES Rag Doll:
>https://www.youtube.com/watch?v=eipzunVGIm0

Gensis Rag Doll:
>https://www.youtube.com/watch?v=Zn7eogs6Tgc

It must've sucked to be a kid and be stuck with a console making Atari noises while your SNES friends had a console with realistic sounds and voices.
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>>3765093
The thing you have to appreciate is that the Genesis' sound system was an instrument, while the SNES sound system mimicked instruments.

Trying to port something to the YM2612 that wasn't orchestrated for it is not playing to its strengths. It's literally like trying to make a musical arrangement of a song with completely different instruments.

Trying to get FM synth sounds out of your S-DSP isn't playing to its strengths either, which is the ability to play a greater variety of (muffled) timbres.

I think Genesis gets a bad rap because while I think FM synth can be amazing, it's too distinctive, and not what I want to hear every game I play.

Btw, it's clear that Akklaim just encoded the songs in BRR and called it a day on the SNES, while essential new (and bad) music was written for the Genesis. SNES used a whole lot more memory.
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>>3762628
All bands flat
>like the developers intended
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>>3765553
That assumes your sound system is distortionless.

In truth, you would need something like a TV calibration card, except for flatulence.
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>>3764784
Hehehe
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>>3765091
Why was the Super Nintendo processor so weak?
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>>3763640
I dont get the point of this photo as the same could be said for classical and whatever white people listen to now. Country? Nu-metal? Who fucking cares.
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>>3765770
That's Nintendo all over.
Good sound, "good colors," shitty performance, low framerate, slowdown.
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>>3762628
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>>3765965
Hehe you just gave me a great idea for some OC
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I’ve seen a lot of talk here comparing the sound capabilities of the Mega Drive/Genesis and the SNES.

I recently came across the fact that legendary video game music composer Tim Follin ( ZX Spectrum, Commodore 64, Amiga, Atari ST, Nintendo Entertainment System, Sega Mega Drive/Genesis, SNES, Game Boy, Dreamcast and PlayStation) simultaneously composed and programmed the SAME score for BOTH Genesis/SNES ports for two games.

Follin was famous for his clever manipulation of limited sound hardware, for example his work on the ZX Spectrum from which he managed to play up to six channels of audio from one dynamic speaker.

Typically, Sega and Nintendo ports had different composers which made direct comparison of the systems respective sound hardware difficult… so this is the best comparison we could possibly have.

Same composer, same programmer, same score:

>Spider-Man

SNES:
https://www.youtube.com/watch?v=Y8Q0s95SRXM

Genesis:
https://www.youtube.com/watch?v=R0Vlbk5lgn0

>Batman

SNES:
https://www.youtube.com/watch?v=tpdwSNhB29M

Genesis:
https://www.youtube.com/watch?v=E1ucNQk7zR4

Obviously, the SNES is technically superior as the infamous “Genesis sound” is on full display against its mirrored SNES score; a refined “real instruments” sound versus a tinny and brassy one with a “farting” bass... with none of the subtleties the SNES displays.

And on a side note, my all-time favorite individual track of the 16-bit era:

>https://www.youtube.com/watch?v=3ODKKILZiYY
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>>3765996
you forgot something. snes is easy to make sound good since it uses samples. genesis you actually had to know what you were doing.
https://www.youtube.com/watch?v=MozqL_HkHF4
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>>3766013
>snes is easy to make sound good since it uses samples
yeah, good point, the SNES was far technically superior

SNES vs Genesis was like a Ferrari vs a broken down pickup truck the driver was constantly having to repair and supe up

not really fair
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>>3766018
genesis can also play audio from DAC samples. But it also has a dedicated FM synth. Sounds like its more versatile to me.
https://www.youtube.com/watch?v=CdL8fJH2mic
https://www.youtube.com/watch?v=ITa9yq56BUI
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>>3766013
Yeah, legend Follin didn't really know what he was doing, especially with limited and difficult to work with hardware.
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>>3766028
then why did it sound literally like farts?
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>>3766043
because American devs have Eproctophilia.
https://www.youtube.com/watch?v=Ajx_p__Wd90
https://www.youtube.com/watch?v=IPr4V1c2VqA
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>>3766057
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>>3765093

Genesis' version of DLLAL is a straight banger. Better than the original.
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>>3765771
I think it's just saying that modern popular music is shit.
>>
Shittendo
https://www.youtube.com/watch?v=VB8H_amFS-k
Glorious SEGA Masterrace
https://www.youtube.com/watch?v=Jy0FNi4Ix-E
>>
>>3766883
Unless we're strictly talking about some sub-genre of "Genesis sounding music" there's absolutely no contest here. The Genesis literally cracked when it had to do any sort of heavy lifting, i.e. complicated music plus voice samples and sound effects etc.

Genesis: http://www.gamepilgrimage.com/sites/default/files/ssf2files/Streetf2gen.mp3

SNES: http://www.gamepilgrimage.com/sites/default/files/ssf2files/Streetf2snes.mp3

Genesis: http://www.gamepilgrimage.com/sites/default/files/ssf2files/Supersf2gen.mp3

SNES: http://www.gamepilgrimage.com/sites/default/files/ssf2files/Supersf2snes.mp3
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>>3766893
Wrong link
https://www.youtube.com/watch?v=jaA-CHp5fPA
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>having a GEQ hooked up to your home stereo
>>
>>3765091
>>3765770
SNES is like Roland SC except shittier samples, Genesis is like Adlib.
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>>3765996
Everytime someone posts the Plok theme, this should be posted alongside it.

https://www.youtube.com/watch?v=XydJ8sF4AJU
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>>3766943
>Equatorial Guinea
From Wikipedia, the free encyclopedia
(Redirected from GEQ)
Damn, that's quite a thing to attach to your stereo
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>>3767261
>>3766943
Isle nigelts, pls.
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>>3764907
ur mom is acoustics
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>>3764627
t. guy who doesnt know anything about audio
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>>3767864
:(
>>3768015
:)
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>>3765996
>so this is the best comparison we could possibly have
That's actually fairly fallacious. You're not comparing the systems. You're comparing the an artists work on the two systems. That doesn't mean he gets the most out of both systems optimally or that he expends equal time on both.

So no that's not the best comparison we could possibly have.

We'll likely never see a proper comparison between the two because no one was ever interested in really getting the most out of either soundchip, they just wanted to make music decently and get paid.

That being said you're shitting on subtleties which is where the Genesis can shine more. You also forgot to post one of Foley's best Genesis tracks and put up an uninvested song.
https://www.youtube.com/watch?v=6_IJYc9t3vQ

TL;DR - Please kindly fuck off sir.
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>>3766018
The more apt comparison is that the SNES vs Genesis for sound chips is that the Genesis is a fucking obfuscated alien spacecraft that could shit on any normal vehicle ideally but no one knows how how the fucking can figure out how to make the fucking thing turn properly it also doesn't fit nicely on the road and the SNES was a solid but basic prebuilt pickup truck with full customizable everything that no one bothered to do really because they just loaded it up and went drove off to do work with what was already built.
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>>3762628
Go to radio shack, buy a cheap spl meter. Set receiver to 75, then use a noise generator or a sound test from something like the avs Essentials disc to make full range noise. Do this through the same input you use for games. Set spl meter to c weight, slow, 70-80 Db. Go through each speaker, adjust it's volume level to 75 db then use a full range tone sweep from a test disk to eq level and flatten them all to 75 Db from center seating position for each speaker.

You now know how to ghetto calibrate your shit.
>>
Megadrive sounds good in its comfort zone (Streets of Rage, Sonic, etc) but yeah it can really show itself up outside it.

I'm a fan of FM in general too.
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>>3768874
https://www.youtube.com/watch?v=nH9X1iRAjC0
https://www.youtube.com/watch?v=AF17kgIkSe8
https://www.youtube.com/watch?v=1Xa4Jy-IGYo
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>>3768909
That Castlevania one is beautiful. I've never played Bloodlines - might have to give it a go.
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>>3767258
A fake video not using the actual hardware, woo hoo.
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>>3768460
>one of the greatest music programmers of that era
>same score
>same time
>same place

It's as close as we'll ever get you butthurt shit for brains.

>no one was ever interested in really getting the most out of either soundchip

you're legitimately autistic
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>>3769102
and it's still embarrassing
>>
The Genesis chip:

>https://en.wikipedia.org/wiki/Yamaha_YM2612

6 monophonic FM channels with only 1 capable of PCM (versus 8 PCM channels for the SNES).

Plus 4 from the old Master System chip included for backwards compatibility...

>https://en.wikipedia.org/wiki/Texas_Instruments_SN76489

which had three square wave tone generators and one white noise generator... basically old school Atari sounds.

1 PCM channel for the Genesis vs 8 for the SNES = mystery solved.

That's why the Genesis sucked at voices and realistic sounds and sounded so farty... Only one PCM, 5 FM and some Atari level beep boop bop chips vs 8 PCM, which was cutting edge at the time.
>>
The SNES is superior because it can use ANY sound it desires because it is sample-based.

It's that simple.

That's what was so amazing about it at the time.
>>
>another PCM vs FM argument
Why not both?
https://www.youtube.com/watch?v=_CeQp-NVkSw
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>>3769140
>The SNES is superior because it can use ANY sound it desires because it is sample-based.

This.

A sampler can easily directly sample any synth tune (or sound for that matter) that ever existed.

A synth has great difficulty replicating non-synthy sounds... that's why 99% of Genesis voice samples, attempts at guitars and real instruments etc. were garbage.

The fact is that the SNES can play any of the music that the Genesis can play, but the Genesis can't play everything the SNES could play. Regardless of what you prefer, the SNES was a more capable machine.

That's it.
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>>3769172
Except SNES samples sound like muffled garbage because of limited sound memory.
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>>3769172
In theory this is the right idea, but the SNES has such a pitifully low resolution sampler, and little storage for samples to begin with, that it basically renders the whole argument false. The Genesis has a rad FM synthesizer on board, which sounds amazing when programmed correctly, the SNES is a low-res sampler that also sounds good when used with good samples, but sounds awful with poor sample-selection/composition.
>>
What I don't get is why they left the aliasing in on most MD PCM clips. The death noise on Space Harrier is hilariously bad.
>>
>>3769140

This is only true assuming an infinite number of samples. In practice, all samplers are limited because they can't change the timbre of samples outside of basic filtering.
>>
>>3769678
He means that whatever timbre they want in the music can be sampled. If they want FM then they can record a DX-7. If they want a Steinway grand, then they can record that too.
>>
>>3769705
And both would sound literally nothing like the sample source on the SNES.
>>
>>3762628
That depends how your speakers sond and on the room acoustics.
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>>3769737
Not perfect but acceptable. Especially for the early 90s. Point is it's more flexible than a pure synthesis chip.
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>>3769678
You don't need an infinite number of samples to represent a band-limited signal.
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>>3769173
>>3769193
You are speaking as someone in 2017.

27 years ago, it was amazing and on a whole other level compared to the genesis.

>muh muffled

Genesis: http://www.gamepilgrimage.com/sites/default/files/ssf2files/Streetf2gen.mp3

SNES: http://www.gamepilgrimage.com/sites/default/files/ssf2files/Streetf2snes.mp3

The Atari 2600 was also "crystal clear", but no one argues it had "better" sound than the SNES.

What you're confusing for "muffled" is compression. The way the SNES worked was by playing compressed digital audio files at 32 khz. A "CD quality" file is 44.1 khz. If you take a 44.1 MP3 and reduce it to 32 khz it's going to have that "muffled" quality you speak of.

8 stereo PCM channels playing at 32 khz was crazy advanced for 1990.

The Genesis only outputed sound at 24 khz... LESS than the SNES... but of course when it's playing uncompressed non-realistic Atari-esque synth sounds your ear is not going to pick up any fidelity loss.

But you see in the examples above what happens when the Genesis tried to use its 1 PCM and 5 FM channels to do what SNES' 8 PCM channels did easily.

You may "prefer" the Genesis sound as far as taste goes, but there's no doubt the SNES was far more advanced technically.

End of discussion.
>>
>>3769705

Wasn't clear with what I meant, sorry.. A synth can dynamically change every aspect of the sound it's playing, while a sampler can't. At least not on an SNES.

The Time Trax soundtrack posted at >>3768460 uses this pretty heavily.
>>
>>3770049
"end of discussion"? Nigger this isn't reddit, and learn how to space your posts. It's not more advanced, it's different, you dunce. SNES took a compromise and a bad one at that, you could create music with PCM samples which is completely different than FM centric audio the genesis boasts. When your limitation is cartridges, it is incredibly dumb to engineer your hardware around a production system that relies on larger file sizes for higher quality. Nintendo fucked up and as a result, many SNES games sound compressed and like poor imitations of actual instruments - with many games sounding extremely similar.
>>
>>3770062
>Muh quality
Nintendo should have hotglued a Roland MT-32 inside their SNES, anon!
>>
>>3769172
>A synth has great difficulty replicating non-synthy sounds... that's why 99% of Genesis voice samples, attempts at guitars and real instruments etc. were garbage.

FM Synthesis can technically reproduce any sound if you hire a good enough sound engineer. 90s hardware just didn't have the processing power to make it sound realistic AND play it back in realtime.
>>
>>3762982
>>3762628
Genesis is made for FM bass kickin'

so turn the bass up the mid down and the treble up slighty to compensate for the 22khz rate
>>
>>3769140
>My moms pussy is superior because it sample muh magick dick

Nice strawman, jesus fanboy.
>>
>>3769131
>hat's why the Genesis sucked at voices and realistic sounds and sounded so farty... Only one PCM, 5 FM and some Atari level beep boop bop chips vs 8 PCM, which was cutting edge at the time.
And it'll really cause your synapses to race when I point out that both Genesis and SNES have 8 KB of sound RAM per PCM channel, despite the fact that SNES relies entirely on PCM sound.

>>3769172
>>3769140
>The SNES is superior because it can use ANY sound it desires because it is sample-based.
The SNES can't dynamically modify the timbre of its sounds like an FM system can, only pitch and a few other things.

Sure, you could achieve a similar effect if you stored samples with every single possible timbre modification already pre-applied, but that's horrible memory inefficient, and literally impossible for 90s cartridges or the SNES's sound RAM in general.
>>
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>>3770326
> The SNES can't dynamically modify the timbre of its sounds like an FM system can, only pitch and a few other things.

I'm not saying the S-DSP is anything like the YM2612, however it is able to apply pitch modulation to 7 of its channels using the previous channel as input.

Pitch modulation IS frequency modulation. If you don't believe me, look at the math on the wiki

https://en.wikipedia.org/wiki/Frequency_modulation_synthesis

>The SNES can't dynamically modify the timbre of its sounds like an FM system can, only pitch and a few other things.
Theoretically you could write BRR samples on the fly. If they are short and looped, you could probably get some pretty synth-esque sounds out of it. Not saying this is typical or would word great, but it can be done.

>FM Synthesis can technically reproduce any sound
It's not really FM synth at that point, now is it? More like you are teasing PCM out of a FM synth, which isn't doing either justice.

> can't change the timbre of samples outside of basic filtering
Do you even Linear Time Invariant analysis, bro?

> SNES capabilities
I don't know the Genesis hardware, but I like it for its own thing. Here's what I know about the SNES S-DSP:
>8 voices
>per voice volume
>per voice pitch
>per voice envelop control (manual and ADSR)
>master volume
>echo volume
>echo length
>echo gain
>noise channel
>pitch modulation (channel n modulates n+1, not available on chan 7)
>8-sample programmable filter

The shit that makes the SNES notoriously muffled is a non-optional Gaussian filter, and the fact that the BRR subsamples that should be 4-bit are actually 3-bit because the hardware looses the last bit for some stupid fucking reason.

Last thing is the cart has the option to mix it's own audio into the main audio, after SNES audio generation, but before it's put out to the ADCs. If you wanted to make a CD player cart and bypass the audio unit completely, it would be easy. Pretty neat expansion feature that no one used.
>>
>>3770326
>The SNES can't dynamically modify the timbre of its sounds like an FM system can, only pitch and a few other things.
You are fucking retarded.

IT IS A SAMPLER

IT CAN RECREATE ANY SOUND

A DOG BARKING OR BACH
>>
>>3770062
>BLAH BLAH BLAH BLAH BLAH
translation
>I can't refute that post because it was stating factual reality, so I'll strawman and ramble
>>
>>3770515
Do you understand that with memory constraints you can only have a limited number of samples?

To recreate the sound of Genesis you couldn't just sample one FM instrument and play it back with different settings because the Genesis can apply a larger number of 'modifiers' to its instruments than SNES can. You'd need shitloads of samples to achieve the same sound and even then it would sound more muffled.
>>
>>3770734
It is possible to stream sound data to the audio subsystem. You could probably have an SA-1 or SuperFX do signal processing to your hearts content and output transfer the result to the CPU, sync with the APU, and hand off the code. Tale of Phantasia and a few other games proved this could be done, although the timing is a bit of a bitch because of the lack of interrupt lines between the CPU and APU coprocessor.
>>
GLORIOUS GENESIS MASTER RACE
https://www.youtube.com/watch?v=fXfGEgLfO-k
Muffletendo
https://www.youtube.com/watch?v=N4oew8veFCo
>>
>>3770741
That might solve the RAM space issue, but it certainly soesn't address the ROM limitations.

Also, SNES fans need to stop relying on the crutch of co-processing chips when the Genesis does just fine with vanilla 1988 hardware.
>>
>>3770084
So can sampling if you're talking theoretical ideals.

But just you try programming a 32-op FM synth to make a human voice sound or something...
Thread posts: 83
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