Alrighty, with an increase in music contests, it's in the best interest of potential contestants that there be some sort of how-to guide to getting started, or to change gears for those with musical skills but lack of know-how in a particular area.
I'll start off with what I know. May the other Abbadons put their own locusts here as well.
The DAW (Digital Audio Workstation) I use is Image-Line's FL Studio. I use version 10, but they're now up to 11.
Download page for FL StudioNow, the question remains, how does one use it?
Well, depending on what one needs accomplished, there are a variety of ways. I'll be explaining my own methods, but those are by no means the only way. Experiment for yourself, tinker and toy around with the program, and find what method best suits you.
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Now, when I'm doing arrangements or remasterings, there are quite a few tools at my disposal. The first and possibly the most well-known is the use of
soundfonts.
What is a soundfont?Well, a soundfont (.sf2 file extension) is a compressed file containing a multitude of waveform samples, assigned to notes on a digital keyboard or pitch range. In the case of instruments (strings, horns, woodwinds, etc.), this is normally done in a simple X-X range. Since the samples will change pitch automatically with each different digital note, usually an entire range can be contained in one Patch (Patches in soundfonts are subfiles of-sorts, in which you would see the name of the instrument in the list, with that entire pitch range contained within it). Sometimes you will find a soundfont which has different Patches for different pitches, or uses multiple waveform pitches in one Patch. However, these aren't terribly common from what I've seen, and in my experience tend to be most frequent when ripping soundfonts from, say, a Playstation PSF file. It all depends on the source, typically hand-compiled soundfonts tend to be in better organizational shape than a ripped one.
Percussion and drumkits in soundfonts are handled a little differently. Rather than have a Patch for each piece (low tom, closed hihat, bass drum, ride cymbal, etc.), each waveform sample is loaded onto a single note, with this process repeated until every necessary note is organized in a way for the drumkit to efficiently play on a single channel (this same process is also used in General MIDI files and output). It's a really handy way of having a ton of sounds in one place.
Using a soundfont is quite easy. One merely has to load it onto a new channel in FL or replace an existing one (right-click, New or Replace Channel). From there, it's simply a matter of selecting the Patch you want from the soundfont menu. Some soundfonts will contain multiple Banks (which are essentially the "orchestra" in which all the sounds are contained. A single soundfont file might have, for example, three full Banks. This means that there are three full an/or different sets of that soundfont's samples.), which in this context means one has more to choose from.
Once the soundfont is loaded, one can freely create notes using FL's Piano Roll (the long rectangles in the main area. If loading a MIDI, the notes will already be present and clearly visible; if composing from scratch, they will be empty.), and from there change the Patch as they choose until the ideal sound is discovered.
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There are other extensions within FL that can provide sounds of their own, and these mini-programs are known as VSTs (Virtual Studio Technology). VSTs are fucking
awesome. Unlike soundfonts, they load their data in realtime, and don't have to preload their entire bank of resources. This means they use (usually) up less memory and therefore the project's export time is considerably less than if it used a bunch of soundfont channels.
There are so many VST types, I can't even begin to detail or list them all. However, there are a bunch of "brands" that are of good quality and popularity.
*There's
KVR Audio, a well-known group with a wide variety of VSTs.
http://www.kvraudio.com/*There's also
DSK Music, which is equally varied and of good quality.
http://www.dskmusic.com/*There's a particular favorite of mine,
reFX Nexus, a massive databank of any type of sound you can probably think of. This one, unfortunately, is not free. However, if one has the money, and wants to seriously pursue music, then I would highly recommend it. It's a phenomenal VST and easily the best one I've ever worked with on the whole. It's awesome.
*There are also a few synth-based VSTs that come built in with FL itself! There's
Harmless and
Harmor,
Sakura and
Toxic Biohazard,
Wasp(a REALLY good one for generating pseudo-8bit waveforms IMO),
Ogun, and
Sytrus, to name a few.
And you can Google VSTs of almost any type of instrument you can think of - it's probably out there somewhere!
VSTs aren't just instruments banks, either. There are plenty and plenty of VSTs solely for audio effects, too! There are ones for distortion, flangers, wah-wah pedals, overdrive, compression, chorus, gain, delay, reverb, damn near anything you'd find on a conventional concert or studio amplifier and probably a whole lot more. FL Studio has a large deal of these effects VSTs already in it, but that's no reason to build one's collection up!
I've found
Blue Cat Audio to be one of the best outside effects groups, and my personal favorite in a lot of them (especially their chorus one, with thanks to Jorge for first introducing me to them).
http://www.bluecataudio.com/Main/Home/There's definitely plenty of others, though Blue Cat's been my go-to for a while. KVR and DSK have their own sets of effects plugins as well.
So, bottom line, VSTs are amazing. The variety one can find with them is stellar. Hell, I've got multiple instances of the same effect type in different brands! I've got Blue Cat for my chorus, FL's included Fruity Reeverb, Image-Line's external Hardcore for distortion and most general guitar effects, etc., etc. The mix-and-matching one can do is nearly limitless, and can be tweaked and modified to suit the individual needs of each musician, be they an old dog or a new pup.
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I'll talk now about chiptunes. Chiptunes are a tricky thing. There are a lot of ways to emulate a soundchip, some of which are indeed more accurate than others. However, that shouldn't discourage from trying a particular method just because it's deemed "wrong" or "inaccurate." Yes, there are programs that run an emulated soundchip and are about as accurate as one can get without making some serious hardware modifications to their console. Those programs are called
trackers, and they're very, very nice-sounding. Their interface is vastly different from a conventional DAW like FL Studio or Mixcraft or Noteworthy, but they're extremely respectable in their own right.
For one, trackers come hard-coded to adhere to the physical limitations of whatever console chip they emulate. For example, an NES tracker will not be able to go beyond an actual NES's channel limits. I myself am not too versed in tracker know-how, but I know a good deal of folks who are, and despite my lack of the programs' technical knowledge, I still know enough to point newcomers in the right direction for trackers.
*The most popular NES one is
FamiTracker, used by a wide many people, some of whom have pulled off some downright insane stuff on it. Hertzdevil is the man to look into on this one, as crazy good and oftentimes chaotic as his stuff is,
it can actually play on an NES.
http://famitracker.com/*There's also
MilkyTracker, which I admittedly don't know too much about. But from what I do know, it's another NES tracker and appears to run similarly to FamiTracker.
http://milkytracker.org/*There's a popular SNES tracker known as
ModPlug. I do all my chiptunes in FL, so this one I know very little about. I have, however seen some amazing stuff made in it.
http://www.modplug.com/*
DefleMask is an excellent multi-console tracker. Currently it emulates the Genesis' YM2612, a Texas Instruments PSG chip, a GameBoy chip, and many others. Its multi-support system also allows it to emulate the NES, the Commodore 64, the TurboGrafx-16 and NEC PC-Engine, as well as the Master System. In sum, it's an extremely flexible program, one that even this non-tracker user recommends.
http://www.delek.com.ar/deflemaskThere are many other trackers out there, so by all means do a little digging! The ones I've posted are solid ones to get started on, but definitely get out into the tracker communities and find which one best suits you.
Now I'll mention GXSCC for new-new people. It gets a lot (and I mean a
LOT) of flack for basically just being a MIDI player people "remix" songs with. It only requires loading up a MIDI and does the rest of the work itself. It's by no means truly accurate 8-bit (if my memory serves it actually emulates the MSX rather than the NES, but don't hold me to that), but for someone really just starting out with chiptunes it does provide a basic look at how some programs do it. In some regards GXSCC is similar to tracker interfaces. Feel free to dabble with it! It might not be accurate whatsoever to any real soundchip, or require any work for arrangements or remixes, but at the very least it's certainly an interesting alternate MIDI player.
http://www.geocities.co.jp/SiliconValley-SanJose/8700/P/GsorigE.htm