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How can I recreate this sound with MIDI?

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Jason
Posts: 439
Honorable Member
Topic starter
 

In one of the game tracks I am working on converting to MIDI, they use an effect (I want to say flanger maybe?) where it sounds like there is a low pass filter applied and then gradually removed, and then re-applied?

My current MIDI version does not have this effect, as in the game it's from (Donkey Kong Country 2, on the SNES) the effect is accomplished with a series of 27 individual short audio samples chained together, and not as a single long sound with a filter applied to it, so there is no actual "effect" present that would easily convert in to MIDI.

I attached files where I isolated the sound so you can hear the original and my current MIDI counterpart, which is sorely lacking in the feel that the flanger (or whatever it is) adds to this piece of the music.

The original can be heard in context at
https://www.zophar.net/music/nintendo-snes-spc/donkey-kong-country-2-diddys-kong-quest
Track 17 Stickerbrush Symphony
I also included the full WIP MIDI file of my conversion, so you can hear that as well.

Is there something I can do with my resultant MIDI file to have a similar effect?

 
Posted : 13/03/2022 7:48 pm
Jason
Posts: 439
Honorable Member
Topic starter
 

It looks like it's possible using a high-pass filter. I am able to make it sort of work using Domino (a Windows MIDI Editor) but it destroys all of the pitch bend in the file. It appears it is using CC 74 for the high-pass. It has a graph option that lets me sort of draw a line to apply it, but it's difficult to be precise. The notes are all very short, so also very hard to select.

What other editors might I be able to apply a stepped high-pass filter with? I'm trying to avoid having to manually add the events in an event list one by one.
I've tried checking in Anvil Studio, Sekaiju, MidiEditor, and MuseScore, but haven't been able to find a comparable function.

 
Posted : 16/03/2022 5:48 pm
JohnG
Posts: 226
 

Jason,
If you take a look at the complete MIDI 1.0 specification, Table III, you will see that controllers 70 to 74 (decimal) are defined as "Sound Controllers", with CC#74 defined as "Brightness", i.e. HPF.
However, there is a further set between 75 and 79 which are undefined Sound Controllers.
It will depend upon the MIDI file player as to which, if any, of these are implemented and what their precise function is.
In the MIDI editors that you mention, e.g. Sekaiju, if you need precise implementation of filters you'll have to enter the appropriate code(s) (e.g.CC#74) exactly where you want them to apply their effect.
If you look at the GM2 specification, on page 10, you will find more detail on how CC#74 should be implemented.
Hope that helps.
JohnG.

 
Posted : 17/03/2022 4:17 am
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