Yeah, like I mentioned before, calling it a PCM synth was a misnomer, and a bad habit of mine to call any electronic thing that makes noise a synth.
In my pursuit of an SNES "sound," I am finding myself way over my head in old computer hardware terms. I talked on IRC a little while ago with one of the main coders of ZSNES, the biggest SNES emulator out there, but the conversation wasn't very fruitful in getting me the sound I'm looking for. What I have learned is that the SNES sound chip is just a microprocessor that runs programs given by the games.
So, under that type of thinking, I'm thinking that the chip itself didn't have much to do with the tone of the SNES games themselves. I can try to assume, then, that the tone comes from the way the samples were compressed and encoded in the games...
This type of thinking has led me to wondering if I can encode samples in a similar way to the SNES and get a similar tone.
From the Wiki, this seems most relevant:
[/link] The SPC700 runs programs (uploaded using the boot ROM program) to accept instructions and data from the CPU and to manipulate the DSP registers to generate the appropriate music and sound effects. The DSP generates a 16-bit waveform at 32 [link=http://en.wikipedia.org/wiki/Kilohertz]kHz
by mixing input from 8 independent voices and an 8-tap
FIR filter typically used for
reverberation. Each voice can play its PCM sample at a
variable rate, with
Gaussian interpolation,
stereo panning, and
ADSR, linear, non-linear, or direct volume envelope adjustment. The voice and FIR filter outputs are mixed both for direct output and for future input into the FIR filter. All audio samples are
ADPCM compressed using
Bit Rate Reduction.
So, it seems like if I took a sound sample, and compressed it using BRR (that part I'm not sure about) to a 16-bit, 32k ADPCM wav file, then load that wav into a sampler, I might have something similar. What do you think of this line of thinking?