Music and Sound Effects - A look into the audio aspects of the game


Hello! I'm somewhat new to itch.io, so this may seem like an unpolished post. But here goes nothing!

Firstly, my name's Eris and I worked on the music and sound effects for Hexpress.

Music:

I used Deflemask to create the tracks, a chiptune tracker that allows you to make music for retro systems like the Sega Genesis, Master System, NES, GB, etc.

Deflemask emulates the soundchips of these systems, meaning any song produced by this software will faithfully reflect the hardware limitations of the mentioned systems. For instance, the Sega Genesis has 10 audio channels—6 FM channels and 4 SN square wave channels. However, one of the SN channels produces static noise unless you use specific workarounds. Additionally, the 6th FM channel is the only one that permits samples for drums and other sounds, so programming drums requires some knowledge around the program. Interestingly, using every SN channel causes one or more of the SN channels to mute, so it doesn't work properly. Consequently, I had to find workarounds to program my music's drums and accommodate these limitations.

Considering these constraints, I made the decision to use only a couple of SN channels and utilized 2 of my FM channels—the 6th one for sampled drums and the 5th one for white noise, instead of relying on the fourth SN channel for white noise. This choice was necessary because I primarily used the first and second SN channels for the lead instrument in a few of my songs, and using any additional SN channels would have resulted in muted channels and notes.

I thoroughly enjoyed experimenting with this program. I'm grateful that my team opted for a limited color palette in the game because it provided an opportunity for me to challenge myself and work within these constraints.

Sound Effects:

When it comes to the sound effects, my main focus was on utilizing the SN channels to create the desired audio. These channels proved to be highly versatile and well-suited for generating a wide range of effects. However, in certain instances where specific sounds required a different approach, I turned to the FM channels to meet those needs.

By being strict towards my choices, this allowed for a cohesive and authentic audio experience that remained true to the hardware's capabilities. The SN channels, with their distinctive square wave tones, provided a foundation for many of the effects, capturing the essence of the retro gaming era. Meanwhile, the FM channels added depth and complexity to certain sounds that demanded a more rich environment.

After compiling audio that met my preferences, I exported them into a WAV format and loaded them into Dark Audacity. This is where I would edit the semifinal product, to make the audio better suited for playback. 

I look forward to working with my LD53 team again in the distant future. It was a fun and interesting experience to say the least.


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