I've had this idea for quite a while now, and I think I actually talked with Richard about it, but here's an opportunity to show it again (especially since AO 2 is still in beta and maybe still open for features).
It's the idea of pseudo stereo... converting mono output (like from an NES or GB game) into a nicer sounding stereo output.
Here are four examples of the samples I've made (in MP3 format, 192 kbps): Super Mario Bros. 1
(1 MB) Super Mario Bros. 3
(0.4 MB) Teenage Mutant Ninja Turtles 3
(0.3 MB) Tetris (Game Boy)
To create this effect, I've done the following:
1. Export each sound channel independently as a mono AIFF.
2. Convert the mono to stereo.
3. Delay the "right" side by 0.016 seconds for the first, third and fifth channels.
4. Delay the "left" side by 0.016 seconds for the second and fourth channels.
5. Add all the files together.
This post-processing was done with Bias Peak. As you can hear, this creates a wonderful stereo effect.
I guess my real point is, wouldn't it be wonderful to have this built into Audio Overload? I don't know the internals of AO, but assuming that the channels are separate when they come out of the emulator engine, this type of effect would be fairly straight-forward to implement.
Going a step further, I've also made the following sample (MP3, 192 kbps): Mega Man 2 - Air Man
It does the same delays to create the stereo effect, but then follows them up with the following:
1. First channel adds 25% VST Wunderverb3 "Echos"
2. Second channel adds 25% VST Wunderverb3 "Echos"
3. Third channel adds 30% VST Wunderverb3 "Hall"
4. Fourth channel adds 25% VST Wunderverb3 "Hall"
5. Final output is (1 x 75%) + (2 x 75%) + (3 x 100%) + (4 x 75%)
The VST reverb and echos give real life to the music and reducing all the channels to 75% except the third channel gives a very warm sound.
Now, I realize that this version is probably too much -- VST plugins would need to be supported, individual volumes for each channel (I guess while we're at each channel should have a user-adjustable delay) -- but it would result in the best sounding game music emulator.
So, everyone... what do you think? Is this kind of feature in the cards for Audio Overload?