Hot answers tagged equalization
Do you have your kick on a separate track? If so, there is this cool plugin that will trigger a midi note depending on the sound input. You could use that to trigger a synth, or your own sample as Robert Harvey says. As for transforming this sound: First thing you notice is that there is a delay in the left channel. This reduces the impact as the sound is ...
You wont get that effect with just an EQ. try using a bitcrusher effect to reduce the bit-depth to 8 or 16 bits, maybe some saturation and a lowpass at the end to tame some of the distortion. The characteristics of these old game sounds come almost entirely from the crazy low resolution and data compression necessary at the time to get the samples onto the ...
If you know the curve for the mic you're using, then you should at least be able to determine what response you have now, which would tell you if you need to make EQ changes. Doing it band by band might be a bit tedious, but you won't do it often, so... The gold standard is something like an Ivie sound analyzer, which uses "pink noise" as the sound source, ...
I listened to the song, and it almost sounds like the bass drum is not a bass drum at all, but more like a distorted puff of air. If I were trying to reproduce that sound from scratch, the first thing I would do is try gently blowing into a cheap microphone. I would bet you dollars to donuts that's how Radiohead created the sound originally.
This kind of thing doesn't generally come from applying effects, but from the right source sound in the first place. I would try many kinds of sounds from whatever origin you can think of. For kick sounds, once I miked myself slamming the sofa I was sitting on with my palm, sounded very organic. At some point you are bound to get a sound that you will ...
Well, calibrating EQ for home speakers is not a common practice. However it seems that the easiest and cheapest way to do it is just play some music through them and record the output. Then you could use one of the free audio software (e.g. Audacity) to import the recorded audio and get the frequency spectrum graph. Using this graph you might get a general ...
my first approach would be to take the kick (either miced or synthesized), filter out a good amount the extreme lows, the mids, and the highs, then send it through a gated reverb. the gated reverb was kind of popular in the 80s. it can be easily recreated by using a noise gate (with a sidechain input) and a compressor. an example signal flow, in beautiful ...
That sound is due to a combination of low sample rate and low bit depth. Those are the 2 parameters you can control to diminish the data size on PCM data, which they had to do for the old game consoles because of their limited storage and processing power. A very low sample rate without pre-filtering introduces strong aliasing, and a very low bit depth ...
Like Shane said, use at most 8-bits resolution, but also [re-]sample it around 4kHz or less. No lowpass filter necessary as you want the higher frequencies to wrap "poorly" while sampling at the low sample rate. (Though, some re-sampling actions on audio editors may do that lowpass for you).
I know that FamiTracker can import WAV samples and they will play back in any emulator that supports the DPCM channel. You can get FamiTracker at http://famitracker.shoodot.net
CMT Bitcrusher is a great tool for this. dBlue Glitch also has a bitcrusher module.
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