How to Make 8-bit Music
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The tools and knowledge you need to get started writing chiptune music
Now that we have the technology to create higher quality music and not nearly as many restrictions on the instrumentation, why would anyone want to limit themselves in that way? Believe it or not, There are a lot of games still being made that use 8-bit music, also called "chiptunes" in reference to the computer chip that originally contrived them. It may be the nostalgia for a simpler time, or it may be that some just prefer the sound and style, but whatever the reason, some games today are even being created entirely for the purpose of experimenting with 8-bit music.
Note: This tutorial delves into a number of subjects surrounding 8-bit music, but focuses on how to create it as authentically as possible with modern software. If you came here looking for a plugin for your DAW, I'd recommend YMCK's Magical 8bit Plugin. However, you should still give this page a read-through. You might learn something cool ;)
8-bit Basics
Understanding soundwaves and channels
Introduction to Soundwaves
If you've ever even played around with any sort of recording software, you've probably seen them. They are a visual representation of the velocity and pitch at which sound is traveling. Seeing recorded sound waves may look a little complicated, but we're talking about computer emulation, so hopefully it will be a little easier to understand.
In 8-bit music there are four basic types of sound waves: Sine, Saw, Square, and Triangle.
Each one produces a different type of sound, and they are all malleable to conform to whatever effects like tremolo or delays that the composer wishes to produce.
Sine Waves
You may remember seeing these in physics class in high school or if you took any trigonometry or calculus courses. This wave shows as a perfect curve that runs up and down like a rollercoaster.As can be expected, the sound is sweet and smooth, almost like a flute.
Saw Waves
These types of waves are a bit gritty. They are also referred to as "sawtooth", because the waveforms look like the teeth of a saw, sharply falling and slowly rising. These types of waves are very commonly used for melodies or counter melodies in 8-bit music. They can be thought of as the alto of the chiptune choir.Saw waves sound dirty and have a bit of a buzz to them (go figure).
Square Waves
This is my favorite kind of wave. It represents a good blend between the sine wave and the saw. It's a bit buzzy, but maintains a smoothness at the same time. This is also commonly used for lead voices in 8-bit music, especially the main melody.This waves is very malleable and lends itself well to effects and alterations.
Triangle Waves
This sound is about as smooth as the sine wave. It moves steadily up and down with single points as peaks and valleys instead of curves, creating a shape that looks like a bunch of triangles.This sound wave does not work well with sound effects, so it does not fill the role of lead very effectively. It is frequently used for bass lines. Since it can reach low pitches easily without creating any buzzing or feedback effects, it is well suited to low ranges.
Learn More About Soundwaves
Here's a great book if you're interested in the science behind waveforms
Characteristics and Behaviors of Waves: Understanding Sound and Electromagnetic Waves (Library of Physics)
Amazon Price: $2.18 (as of 06/01/2012)![]()
List Price: $26.50
Used Price: $2.18
Channel 1 - Treble
The first channel to be discussed is almost always used for treble melody lines. It is usually produced as either a square or saw wave, although sine would work well too. This channel should be paid the most attention to detail. Effects like tremolo, vibrato, and delay can really shine. so when creating your main lead, treat it with the love and affection that it deserves. After all, it can be the tune that people walk away humming for days, or it can be the main reason that people turned the game off in the first place. Channel 2 - Mid-Range
This channel is usually the backup to the melody. I like to think of it as the alto to channel 1's soprano. The line should be somewhat simple, but the main job of this channel is to fill out the harmony. With channel 1 singing the melody, and channel 3 pumping out bass notes, this channel has to pick up the harmonization left between.Good waves to use for this are sine and saw, although square can be used as well. Some good effects to use on this channel are arpeggios and delays. In 8-bit music, the arpeggio effect creates rapidly played broken chords, perfect for filling out the harmony.
Channel 3 - Bass
Although we can't make it thump like Dubstep, we can still make a sweet bass line to complement any song. The best wave for this channel is the triangle. The nice thing here is that the triangle is very similar to a sine wave, so it can dip into the upper registers without impedance. This is great if you just need a couple more notes to create a tight rich sound up top.Since this line does not stand out to the average gamer's ear as much as the melody voices, it is a good opportunity to emphasize the rhythm. Bass does not have to be intricate or overly complicated. It can be perfectly content to pluck out some syncopated root notes.
Channel 4 - Noise
Extra Channel - DPCM
Applied Knowledge
Learning to use soundwaves, channels, and effects in FamiTracker
8-bit Music Makers
Tracker Programs
The beauty about trackers is that they can export to NSF format. That means that you can actually use them in creating the music an NES cartridge game. "Do they even still make those?" you ask? Why, yes they do! If you don't believe me, just check out Battle Kid.
- FamiTracker is free and open source. My personal choice for creating chiptune tracks.
- If you don't think FamiTracker is quite your thing, you can also try MilkyTracker. This program is also free and open source.
Other Resources
- If you're looking for a retro sounding plugin for your DAW (e.g. Reason, FL Studio, etc.), YMCK's Magical 8bit Plugin is pretty darn good.
(If you want to use this plugin but can't because you're DAW of choice is Pro Tools, you might be interested in checking out this tutorial on converting VST to RTAS.)
- If you're just looking for some quick 8-bit sound effects without all the hassle of learning one of the above programs, or if you just want some quick inspiration to get started writing your own chiptune track, you might want to try out SFXR. It is free, open source 8-bit music creation software designed to help developers who are trying to quickly make a retro game.
Setting up FamiTracker
When you first start the program, you will be shown the blank slate of a new song. Notice that the different channels are already set to certain waveforms. Channels 1 and 2 are set to "Square," channel 3 is set to "Triangle," channel 4 is set to "Noise," and there's an extra channel set to "DPCM." The large area in which all these are laid out is the Pattern Editor.
At the top left you will see a small box with a bunch of zeroes. This is the Pattern Selector. Next to that are the Song Settings and Song Information although those are pretty simple to figure out.

Editing an Instrument
Creating a Melody
Making and editing a new instrument
Once you have a good melody figured out, it's time to punch it in. First, we must create a new instrument, so we can edit the sound and effects. To do this, click on the leftmost icon in the row underneath the top left black box. After you do that, something should pop up in the black box that says "00 - New Instrument." Double click those words or click the rightmost icon in the same row.
A new dialog box will appear with several options. Check the box next to volume to turn it on. Now click the plus sign a few times where it says "Size." You can now click within the large lined area to edit the volume of this instrument as it plays each note. As you click, notice the numbers that pop up underneath the size editor. These tell what effect each line will have. For instance, if you have a sequence of numbers that read "10, 8, 6, 4, 2" whenever this instrument plays a note, the volume will start out at a rather loud 10 and work its way down to a gentle 2 where it will stay until the next note is played.
The effects other than volume can be useful too, but are a bit less rare for a melody line. Feel free to play around with the other effects. You can always easily undo anything if you add something unintentional.

The Keyboard Keyboard
Entering Notes
Think of each dashed row as a sixteenth beat, so every highlighted row represents a quarter beat. If for some reason you need to use thirty-second notes, just mentally halve the value of each line, so the highlighted rows will represent an eight beat. As you are entering notes, if you run out of space to work with, just press the plus sign next "Frames" under Song Settings.
Prefer to play on a real piano?
Alesis Q25 25-Note USB/MIDI Keyboard Controller
Amazon Price: $68.40 (as of 06/01/2012)![]()
List Price: $179.00
A quality controller from a great brand at a friggin' awesome price! You can't afford not to get this.
More Keyboards
Here are some other options for keyboards you clan plug in.

Effects
Adding Effects
You will notice that in each channel's column has a whole bunch of dots in it. Look closer and you will see that some of the dots are grouped together into columns of their own. The leftmost column has a group of three dots. When you click on these and enter notes, the dots will show what note, a dash, and what octave. If you entered notes, you'll also see the next column over with a group of two dots will say "00." These numbers represent which instrument is set to play the notes. If you had multiple instruments, whichever one was selected would play the notes. This is useful if you want to have different instruments with differing effects such as volume arpeggios, which can easily be edited in the instrument editor.
The next column contains a single dot. This is for the volume. Most everything in this program works based on hex. So the value for the volume could be anywhere from 0 to F. In case you're not familiar, basically it's like having everything set on a scale of 16. 0 is the quietest. As the value increases, so do the numbers until you get to 9. After that you start with the letter A and keep going until you have the highest value F.
(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F)
Volume Changes
This is one of the easiest and most useful effects you can use in FamiTracker. At any point through your song, you can change the value in the volume column, whether a note is being played at the same time or not. This is how we can create a delay effect. If you have the volume when a note is played set to F, you can drop it by a few degrees at a time, then spike it, and drop it again. For example, F, B, 7, 3, D, 8, 4, 1.
Other Effects
In addition to being able to change the volume on each line of the song, you can do the same to many other effects. The last column of dots is grouped in three. Here you can add and edit almost any effect you desire. The first dot tells what effect will be applied. The next two are for parameters that vary depending on the effect. We'll try adding tremolo here. So, pick a line and on the first dot of the effects column, type "7." In this case the next dot will represent speed. The third dot represents depth. If you're not sure what those mean, try playing around with them to see the changes they make.
In my example "Chippy" below, I entered "777" at first, "755" a little later, and "733" after that. If you try this, you will hear a great difference between the three.
As mentioned, there are many other effects you can add in. To many to talk about here in fact. To see the full list of effects and what to enter for them, click Help > Effect Table.
Need Some Inspiration?
8-Bit Jesus
Amazon Price: $8.99 (as of 06/01/2012)![]()
This is a masterfully crafted album by Dr. Octopus. In each track he remakes a classic Christmas carol in the style of a particular NES video game. Have a quick listen, and I guarantee you'll be hooked!
Continue Making Glorious Chiptunes!
If you feel you need a little more knowledge about music and how to write a great song, be sure to check out How to Write a Melody.
Whenever you're done, FamiTracker's so nice it will let you export your song as either NSF or WAV. You've probably heard of WAV before, and that's the format you'll want to choose if you want to spread your creation around the internet, but if you really want to be authentic, you can save it as an NSF file. Then you can only play it in emulators and other such programs.
More Cool Stuff
Some Awesome Stuff
Make chiptunes completely from scratch
Here's a kit to get you started
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Comments
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JaredMDwyer
May 24, 2012 @ 3:43 am | delete
- You rock dude! I'll be checking out your other lenses tomorrow at some point. Quick question: Do you know if YMCK's Magical 8bit Plugin, will work in ableton live 8?
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orandze
May 24, 2012 @ 1:03 pm | delete
- Thanks, man :D
Ableton can use vst format so it should work fine.
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Jason
May 22, 2012 @ 3:01 pm | delete
- here's a good question, I'm also doing 6502 assembly, how do we use nsf music in nes files? I found no documentation on adding music to the nes prg/chr portion.
I'd guess raw music data is prg code, but how do we use it in nes prg? I tried adding it in as a prg bank, then bank switching, but nope, didn't work
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orandze
May 24, 2012 @ 12:39 pm | delete
- Very good question indeed and you're right, there isn't a lot of documentation for this. As I deal mainly with DAWs in my field, this is stretching my knowledge a bit, but I'll give it a shot. From what I know, you need to make the track multisong, matching FamiTone's requirements, and convert each instrument into an assembly file. You can do this by exporting the nsf file to a text file (you need a plugin), and converting the text file to assembly. You can read more about this on this page.
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orandze
May 24, 2012 @ 12:40 pm | delete
- Bah, it stripped out the html link. Sorry about that. Here you go: http://shiru.untergrund.net/articles/programming_nes_games_in_c.htm
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Andre
May 1, 2012 @ 8:45 am | delete
- Hi Orandaze, I am just begining with this and I've replicated some songs on youtube but I don't understand how to translate tabs or chords of normal instrumental songs into famitracker. I understand doing that with replicating NES game songs but not replicating normal songs. If you get what I mean? Thanks!
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orandze
May 1, 2012 @ 11:36 am | delete
- Hiya Andre, no problem. First, know that tabs, chords, and sheet music are just visual representations of notes that you hear. Once you figure out what notes are being played, you can then find a note of matching pitch in famitracker or on an instrument. It's tricky converting real songs to 8-bit, because you'll never really get a true match in sound. Just think of your tracker program as an instrument in and of itself that you can tweak to come close to the sounds of real instruments. I hope that explanation helps. I've also just added an extra video of a song cover that will hopefully demonstrate it a bit better :)
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Andre
May 2, 2012 @ 4:55 am | delete
- Thank you so much for your help! Yes it does make more sense, the trouble I find is the pace, like the space between notes, I can't quite figure out that too well, any suggestions on what would help me understand more about these spaces? Like how to tabs/notes chords represent these?
Thanks again! :)
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orandze
May 2, 2012 @ 11:45 am | delete
- Ah, ok. Each line represents a sixteenth note. Each highlighted line represents a quarter note. And each brighter highlighted line is a whole note. Have a look at this page for a better understanding of how the different types of notes correspond: http://www.musictheory.net/lessons/11
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GLacharity
Mar 29, 2012 @ 12:22 am | delete
- Excellent lens! I thought I knew a fair amount about 8-bit music, but you've got a text book's worth of info here - well done!
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by orandze
I am an ex-concert pianist. I currently teach piano and write music for a living. I make games and websites as a hobby.
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