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#1 2005-09-14 01:12:29

starpause
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Techniques of Chipping (oldie but goodie by Vhiiula)

Code:

Techniques of Chipping - a detailed tutorial on how to create chiptunes 

INDEX 
1. Introduction 
2. Samples and Mixing 
2.1 Samples for Chiptunes 
2.2 Chipsounds and their Characteristics 
2.3 Drumsamples in Chiptunes 
3. Mixing 
4. Techniques 
4.1 Layering-Techniques (additive synthesis - home-made:) 
4.1.1 Detuning 
4.1.2 Octave-Doubling 
4.1.3 Different Waves 
4.1.4 Echo 
4.2 Envelope Techniques 
4.2.1 About using Envelopes 
4.2.2 The "Supersine" Technique 
4.2.3 The "Superpad" Technique 
4.2.4 Annotations 
4.3 Melodies 
4.3.1 Lead-Style 1 
4.3.2 Lead-Style 2 
4.4 Techniques concerning rhythm 
4.5 Various Techniques 
4.5.1 The SCx-Command 
4.5.2 The Jxy-Command 
4.5.3 Usage of different waves 

1. Introduction 
This little tutorial contains lots of hints concerning the 
creation of chiptunes. The motivation to write this article 
was that usually, when using tracking software, you have to figure 
out everything by yourself; you need to experiment a lot and to scrutinize 
other people's modules in order to find out how they achieved 
that particular sound you'd like to recreate. This tutorial 
will hopefully help you to save some time and creating 
chiptunes a little easier for you. 
Please notice that many of the techniques mentioned below are not only 
applicable to chiptunes but to most any style of tracked music. 
Since Impulse Tracker is my tracking software of choice, the effects and 
patterns in this tutorial are in accord with Impulse Tracker standards, 
but of course you can still read the tutorial since Fast Tracker and most other 
trackers have exactly the same effects (with the exception of the filter-command 
Zxx and a couple of envelope features). 


2.1 

Already when choosing the samples for a chiptune the quality of your 
finished chiptune is set. In spite of the fact that chipsamples are very 
small, each of them has its own timbre, so select them with care. 

There are various possibities of attaining chip samples: 

1. Ripping from "normal" wave files 
Using a wave editor (e.g. CoolEdit, Goldwave, etc.) you can remove 
very short snippets from audio files. While doing this, pay attention 
to always only cutting out one "waveform". (Most sounds possess a 
characteristical waveform which repeats itself all the time. In the case of 
naturally created sound that waveform changes all the time, of course, but 
basic characteristics remain the same.) 
While cutting out the waveform, you should also try to make beginning and end 
of the waveform have the same horizontal value (preferably one of 0). 

2. Creating sounds by yourself 
With the help of soft synths, self-written software (you can even use 
QBASIC for that) or an audio editor which allows drawing waveforms 
"freehand" you can create waveforms suitable for all your chippy needs. 
Please notice that when you draw them that you should keep them either 
at the same length or at lengths that are multiples of each other. I.e. 
you can make sure that all your hand-drawn samples are perfectly tuned 
by tweaking their length to 8, 16, 32, 64 etc. 
Some people even prefer to create chipsounds by typing some words into 
notepad. You can then open the file as a normal wave file with your tracker. 
A thing that you might want to take care of is the DC offset of 
your chiptune. DC offset is what the 0-crossing of your sample is called 
(the middle of any wave, horizontally). In some samples, this middle 
is shifted upwards or downwards, and in general this is said to be 
detrimental to sound quality. There are various audio editors available 
which can fix this problem. 

2.2 Chipsounds and their Characteristics 

Chipsounds that you can easily create using the aforementioned 
ways are: 

Sine-Wave: 
Highly versatile, but don't overuse it. Good for subbasses, soft lead sounds or 
high, shining bells. Looks like the sine function that I am sure you know from 
maths. 


Saw-Wave: 
Has got a kind of raspy sound, a good choice for basses. 
Looks roughly like a saw: 

|\  |\  |\  |\  |\  |\  
| \ | \ | \ | \ | \ | \ 
   \|  \|  \|  \|  \|  \| 



Triangle: 
Comprises features of sine and saw-wave. 
Looks like this: 

  /\    /\    /\      
 /  \  /  \  /  \    
     \/    \/    \/        



Square-Wave: 
A good choice for leads and great for detuning. 
 ___     ___     ___ 
|   |   |   |   |   | 
|   |   |   |   |   | 
    |___|   |___|   |___| 


A few more words on the waves themselves. I'd like to draw your 
attention especially to the following: You can not use all chip 
samples for all the pitches that there are (just as the case 
with non-chip samples)! Each chip wave has got its individual sound 
and has to be used accordingly. Here you'll need to experiment from 
time to time - for example, playing chip waves at unusually high pitches 
can yield surprising results. 
Another thing which is incredibly important is that you should use as 
many different chipwaves as possible in your chiptune. This is because 
the same chipwave, played at different pitches at the same time, will naturally 
interfere with itself and cause unwanted side effects. Additionally, chiptunes 
are already minimalistic enough, so try to bring some contrast into it by using 
many different timbres. 

2.3 Drum Samples in Chiptunes 
In principle, everything is allowed. Of course, a classical chiptune needs short 
samples with a small file size. In order to create those yourself, just take normal 
drum samples, cut out parts of them that you think are unnecessary, and lower 
the sample quality if you like (this will not also make the drums sound like they 
were created in 1988, it will also remove high pitches which tend to be unneeded in chip 
drums). 

3. Mixing 
As in any other tune, try to have your chipsounds cover as many pitches 
as possible, i.e. have a bass line, a high lead, some chords in between, or however 
you like it, just make sure you create a "full" sound. (I'm not saying that you have 
to do it this way. But it's just the easiest approach to creating a pleasant mixing.) 
Some old tracking tutorials say that you should try to use as few channels as 
possible, or at least try to erase anything remotely unneeded from your track. This might 
have been true in the days when those tutorials were written, the mixing quality being 
8-bit and 22.1 khz. 
But these are the days of 32-bit mixing, so you will not have to worry about quality decreases 
anymore. Moreover, when making "newschool" chiptunes you are more of an engineer actually, 
having 64 channels at his/her disposal to synthesize the best sounds possible. 
And notice: Chipsounds are weak, they cannot be played alone. So, try to avoid doing that 
too often. 

4. Techniques 

4.1 Layering-techniques 

4.1.1 Detuning 
The easiest way to make a simple chipwave sound better is playing it on 2 channels at the same 
time, having the two waves slightly detuned (you will have to figure out yourself how much "slightly" 
actually means:). Using this technique, you can achieve a very "fat", C64-like bass sound and basically 
improve any kind of dull-sounding lead. 
There are two ways of realizing this technique: 
a) Load the sample a second time, and change its playback speed (i.e., change the hertz rate). Then, just have 
   the melody to be detuned run in two channels, using the two detuned waves. 
b) Just copy your channel to another channel, and add fine volume slide up/down to one of those channels, like: 

       1             2 
|C-5 01 64 FF1|C-5 01 64 000| 

Please notice that this technique is not as clean as the other one. The moment the wave starts playing, it is not 
detuned yet. Also, this technique might get you into a mess when using pitch slides (Gxx) (you will have to enter 
the effect again after this, and also each time the wave is retriggered). One last point against this technique 
is that you cannot finetune the amount you detune your wave so exactly with it. 

4.1.2 Octave-Layering 
You can make a wave sound more full by playing it on two different octaves at the same time. 

4.1.3 Layering different waves 
Have two different chipwaves play exactly the same melody - it can yield interesting results. 

4.1.4 Echo 
Echoes are one of the most important means of giving chiptunes (and tracked tunes in general) more depth. 
Use them on especially on leads and wherever they seem to sound well. 
Echoes are easy to do: Just copy the channel to be echoed into a 2nd channel, shifting the content some 
lines downward. The contents of this echo-channel need to be less loud, of course - you can decrease this 
channel's volume either by using the Mxx-command (channel volume, only in Impulse Tracker) or by selecting 
the whole channel and pressing alternate-j (automatic volume adjustment). To my experience, using the Mxx 
command has proven to be more precise (after all, there are also volume slides, left completely untouched 
by the alt-j command), but also more confusing since sometimes one forgets to reset channel volumes. 
If you're somehow limited in your usage of channels or if you want to save disk space, you might want to 
put an echo, or even more of them, into the same channel that the lead is being played in. 

4.2 Envelope Techniques 
Envelopes are - at least for me - an essential tool when creating chiptunes. Do not neglect them! 

4.2.1 About using envelopes 
Volume envelopes can help you imitate the behaviour of real instruments, for example a piano: 

\ 
 \ 
  \ 
   \_______ 
           \______ 
                  \ 
As you see, a piano starts at a high volume which decreases quickly and fades 
out slowly. 


This envelope is fine for background chords: 


\ 
 \ 
  \ 
   \ 
    \ 
Starts at a high volume and fades out quickly. 


An envelope for a constant background sound: 


   ___-___ 
 _/       \_ 
/           \ 

An envelope which slowly fades in and out. 

Next time you use a volume slide command, think twice about whether an envelope might 
have been more helpful! 

4.2.2 The "Supersine-Technique" 
Ok, I admit it , I coined that term. This technique has been 
in use for a while by various artists. 
It's done like this: Take a sine wave (or a similar-sounding one). 
Create an instrument for it with an envelope looking like this: 

\ 
 \ 
  \            /\ 
   \*___/\____/  \___/\__* 

The * signs stand for loops points. It might look 
a bit weird here, and you do not need to do it 
exactly like this, of course. 
Set "Continue Playing" or "Note Fade" as a Note-Off action, and you're set. 
You can use this instrument as some kind of background bell. 
In case you're using Fast Tracker or some other program not supporting 
advanced note off commands, you can try to emulate them by just using 
more channels, e.g. like this: 

Channel: 1   2   3 
        c-4 ... ... 
        ... e-4 ... 
        ... ... g-4              


4.2.3 The "Superpad-Technique" 
This technique was probably invented by Reduz/Fromage, at least I heard 
someone from Fromage say that:) 
It works this way: 
Create a volume envelope which slowly fades out the sample on note-off, or 
switch the note-off action to volume fade. 
Now try something like this: 

c-5 01 .. Z50 
e-5 01 .. Z52 
g-5 01 .. Z54 
b-5 01 .. Z56 
c-5 01 .. Z58 
e-5 01 .. Z5A 
g-5 01 .. Z5C 
b-5 01 .. Z5E 

This is supposed to emulate a filter-sweeped pad chord. 

4.2.4 Annotations 
To my experience, you should not work too much with envelopes when making 
leads. Instead, try to use the techniques described below. 
(Some people would disagree on this, though. There are quite a few who 
work with note off to "switch off" their leads). 

4.3 Melodies 
In today's music, melodies are still (imho!) the most important element 
of music, and that's why you will want to make your lead as expressive and 
virtuous as possible. 

4.3.1 Rhythmic Leads 
If you want to make a very rhythmic lead, use an abundance 
of note-off or volume commands, e.g. like this: 

C-5 01 .. ... 
^^^ .. .. ... 
D-5 01 .. ... 
... .. .. ...  
^^^ .. .. ... (instead of a note cut, you could also have entered a 
... .. .. ...  very low volume, which would have made your lead a bit 
E-5 .. .. ...  softer though) 

4.3.2 Lyrical Leads 
If you want your lead more to sound like a human voice singing 
or in general something softer, you will have to use various 
effects: 

Gxx - Tone Portamento (Slide to Pitch) with speed xx. 
This effect slides the pitch to the note you designated 
with a speed of xx. Try using small values for xx if you 
want those wonderful slow oldschool pitch slides. 

Hxy - Vibrato with Speed x and Depth y 
An important way to accent your leads. Use them in 
places where the tone has been playing relatively 
long already or if a dramatical part is just ahead. 
Another fun thing you can try is just having the effect 
on your sample all the time (you can either do this manually 
or select it in the sample screen) 

Uxy - Same as Hxy, but weaker. It is especially of use 
if you want to do chiptunes in an old format (e.g. MOD) 
where only "Amiga pitch slides" are supported. I do not want 
to into detail here, but Amiga pitch slides are not too 
sensitive, so you'll need Uxy probably. 

Kxy - Want to fade out your lead and have some vibrato on 
it at the same time? This is how. Works like Dxy, except 
that it executes Hxy with the values from the last Hxy command 
that was set. 

Exx/Fxx - Portamento (pitch slide) Up/Down 
You can do various things with this, and sometimes you will need 
to experiment. However there is one trick which is easy to 
apply: 
In some places, just before a lead place a new tone, enter some 
Exx commands with a relatively high value for xx. Even if you might 
not be able to imagine what this sounds like, it yields quite a cool 
effects, especially with echoes, and you should really try it out. 
Just because it fits in with this effect, here is another trick that 
you can do using fast slides down: 

C-7 01 .. E40 
^^^ .. .. ... 

Try this is out with an appropriate waveform, and it'll sound like a 
drum. 



4.4 Rhythm Techniques 
Give your track a funky swing rhythm by changing the speed all the time, like 
this: 

1   A07 
2   ... 
3   A04 
4   ... 
1   A07 
2   ... 
3   A04 
4   ... 

(Axx is the Frames per Row Command and determines how many internal 
steps (frames) the tracking program makes per row, and hence determines 
the speed. Theoretically you could also use Txx, but Axx is firstly 
more practical as it clearly shows number relations (e.g. 8 - 4 is your 
typical triolic swing rhythm, while finding the accompanying value 
for TA8 might prove a bit difficult) and because you should reserve the 
Txx commands in order to have tempo slow downs while still keeping the 
swing rhythm. 
Here's another weird way to emulate a constant triolic swing (A08 A04 A08 etc.) 
in your tunes: Use 96 rows per pattern while still staying in 4/4. You can 
try this out, and maybe you'll find it more convenient than using the other 
technique (but I bet many of you won't:). 

4.5 Various Techniques 

4.5.1 The SCx-Command 
This is an important command for rhythmic accentuation. It cuts a note 
after x frames. I like using it on fast passages in leads. 

4.5.2 The Jxy-Command 
This is THE chip effect if there is one. It creates the characteristic 
gargling sound that we all know so well from the C64. 
This effects plays the note specified, and then rapidly plays the notes 
x halftones and y halftones above. 
In practice, a C-major chord using Jxy might look like this: 

C-5 01 .. J47 
... .. D1 J00 
... .. D1 J00 
... .. D1 J00 

If you think chords are too complicated, you can just play a tone one 
octave higher, like this: 

C-5 01 .. J0C 

And here is something I was told recently: 
You can use J13 to make a flute-like effect (it is a kind 
of ornament). 
At first I could hardly imagine what this would sound like, 
but I really can just recommend to you to try this out. 


4.5.3 Using different wave forms 
In order to achieve an interesting sound, it is important to use 
different wave forms. But this does not only count for different 
instruments. For instance, you might want to create a lead that uses 
different wave forms (of course they have to be similar in some way). 
For example, you might do this: 

C-5 01 .. ... 
^^^ .. .. ... 
E-5 02 .. ... 
^^^ .. .. ... 
G-5 03 .. ... 
^^^ .. .. ... 

I admit this is not exactly a good lead, but might fit as a background 
filler for your tune. 
If you want some example tunes for what I just described, get yourself 
Virt's "FX EP" as an example for skilled usage of different waves on one 
lead. Another example for how powerful using different waves forms can 
be is Nagz's tune "Chinqua" which -in some places- has got 2 leads that use 
different waveforms and sort of compete with each other. 


This tutorial ends at this place, but this does not mean that there aren't 
more techniques of chip-tracking to be explored. 
Finally, I'd like to mention some people who contributed to this tutorial 
by pointing things out to me that were still missing: Lithis, Aymes, 
Distance and Ice Raven. 



[Tutorial by Vhiiula. First published in Hugi 26.]

Last edited by starpause (2005-09-14 01:13:19)


k9d/nD
m3d, lobit labia
cockroaches, fm broadcast

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#2 2005-09-14 12:57:11

Salkinitzor
New member
Registered: 2005-09-13
Posts: 2
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Re: Techniques of Chipping (oldie but goodie by Vhiiula)

Hey, this is sweet.
iv been searching for something like this for some time now!
/niklas

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