Difference between revisions of "David Warhol"
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| Name = David Warhol | | Name = David Warhol | ||
| Picture = Dwarhol1.jpg | | Picture = Dwarhol1.jpg | ||
− | | Born = | + | | Born = 19??-07-15 |
| BirthPlace = Manhattan Beach, CA | | BirthPlace = Manhattan Beach, CA | ||
| Nationality = American | | Nationality = American | ||
| Flag = USA | | Flag = USA | ||
− | | | + | | Aliases = Dave Warhol, Dave Worhal, Realtime Associates, Real Time Associates |
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− | |||
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| Website = rtassoc.com | | Website = rtassoc.com | ||
}} | }} | ||
'''''Dave Warhol''''' is a composer, sound designer, and programmer. He played low brass instruments when he was in school. He started working at Mattel Electronics as a audio engineer, game designer and programmer. After being a video game musician and audio engineer for some time, he decided he wanted to make his own company for video games and he founded [[Realtime Associates]] in 1986. Realtime still exists to this day and is still run by David Warhol. He has also won the 12th Annual G.A.N.G. award. | '''''Dave Warhol''''' is a composer, sound designer, and programmer. He played low brass instruments when he was in school. He started working at Mattel Electronics as a audio engineer, game designer and programmer. After being a video game musician and audio engineer for some time, he decided he wanted to make his own company for video games and he founded [[Realtime Associates]] in 1986. Realtime still exists to this day and is still run by David Warhol. He has also won the 12th Annual G.A.N.G. award. | ||
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==Music Development== | ==Music Development== | ||
===GB=== | ===GB=== | ||
Warhol created a program that converted MIDI files to something that the GameBoy could read. According to one of the composer's at Realtime Associates, it was really touchy in that if a note overlapped another note a little bit in the MIDI file, the song wouldn't play back properly and instead hang on the said note. | Warhol created a program that converted MIDI files to something that the GameBoy could read. According to one of the composer's at Realtime Associates, it was really touchy in that if a note overlapped another note a little bit in the MIDI file, the song wouldn't play back properly and instead hang on the said note. | ||
+ | |||
+ | Warhol also developed a live interface for controlling the Game Boy's audio with a keyboard. This was utilized to more efficiently test parts and sounds before sequencing or finalizing them. This was something he had also done with the NES, but not until he was part-way through the NES' lifespan. For Game Boy development, this is something he had ready for the first title he worked on. | ||
===GEN=== | ===GEN=== | ||
Line 28: | Line 26: | ||
===NES=== | ===NES=== | ||
Warhol created a program that converted MIDI files to the NES. He would compose his MIDI files in Cakewalk and then use his program to convert said MIDIs to the NES. If another composer at Realtime Associates was behind the music, he would use the same procedure, except he would arrange the composers' MIDI files first before converting them. | Warhol created a program that converted MIDI files to the NES. He would compose his MIDI files in Cakewalk and then use his program to convert said MIDIs to the NES. If another composer at Realtime Associates was behind the music, he would use the same procedure, except he would arrange the composers' MIDI files first before converting them. | ||
+ | |||
+ | Warhol has explained the process in which he was able to convert from MIDI as efficiently as possible: | ||
+ | |||
+ | {{Quote| | ||
+ | MIDI files are way too large for an 8-bit cartridge for memory footprint, So my processes always read MIDI files, compressed them using very specific 5-bits per-note instructions, and then 3-bits per-duration. So I was able to get a note into 1 byte, instead of a MIDI command which might be 3 bytes for note on, 3 bytes for note off. That’s 6 bytes per note, that’s way too expensive. So I took it all the way down to be 1-bit per note on/ note off, except for some patches (that) might’ve required 2 bytes, but yeah, very, very conservative with memory. | ||
+ | }} | ||
+ | |||
+ | Before developing his MIDI converter, he worked with sheet music and would program the music in hexadecimal notation. He described this as a "very labor intensive process", and his earliest NES games used this method. | ||
+ | |||
+ | None of his NES music utilizes the 5th audio channel for sample playback, as he was unable to figure out how to use it. | ||
===SNES=== | ===SNES=== | ||
Line 33: | Line 41: | ||
==Gameography== | ==Gameography== | ||
− | { | + | {| class="wikitable" | |
− | | | + | ! Released |
− | + | ! Title | |
− | + | ! Sample | |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| 1983-??-?? | | 1983-??-?? | ||
Line 101: | Line 104: | ||
| 1988-??-?? | | 1988-??-?? | ||
| [[Pool of Radiance (C64)]] | | [[Pool of Radiance (C64)]] | ||
− | | {{Song- | + | | {{Song-Box|01 - Pool of Radiance - C64 - Theme from Pool of Radiance.ogg}} |
|- | |- | ||
| 1988-??-?? | | 1988-??-?? | ||
Line 108: | Line 111: | ||
|- | |- | ||
| 1989-??-?? | | 1989-??-?? | ||
− | | [[Curse of the Azure Bonds ( | + | | [[Curse of the Azure Bonds (A2)]] |
| | | | ||
|- | |- | ||
| 1989-??-?? | | 1989-??-?? | ||
| [[Pool of Radiance (C64)|Curse of the Azure Bonds (C64)]] | | [[Pool of Radiance (C64)|Curse of the Azure Bonds (C64)]] | ||
− | | {{Song- | + | | {{Song-Box|01 - Pool of Radiance - C64 - Theme from Pool of Radiance.ogg}} |
|- | |- | ||
| 1989-??-?? | | 1989-??-?? | ||
Line 125: | Line 128: | ||
| 1989-??-?? | | 1989-??-?? | ||
| [[Indiana Jones and the Last Crusade (DOS)]] | | [[Indiana Jones and the Last Crusade (DOS)]] | ||
− | |||
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− | |||
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− | |||
− | |||
− | |||
− | |||
| | | | ||
|- | |- | ||
Line 149: | Line 140: | ||
| 1990-08-?? | | 1990-08-?? | ||
| [[Total Recall (NES)]] | | [[Total Recall (NES)]] | ||
− | | {{Song- | + | | {{Song-Box|02_-_Total_Recall_-_NES_-_Earth_Theme.ogg}} |
+ | |- | ||
+ | | 1990-10-?? | ||
+ | | [[Maniac Mansion (NES)]] | ||
+ | | | ||
|- | |- | ||
| 1990-12-?? | | 1990-12-?? | ||
| [[The Adventures of Rad Gravity (NES)]] | | [[The Adventures of Rad Gravity (NES)]] | ||
| | | | ||
+ | |- | ||
+ | | 1990-??-?? | ||
+ | | [[Champions of Krynn (APL2)]] | ||
+ | | | ||
+ | |- | ||
+ | | 1990-??-?? | ||
+ | | [[LHX: Attack Chopper (DOS)]] | ||
+ | | {{Song-Box|101 - LHX Attack Chopper - DOS - Main Theme.ogg}} | ||
+ | |- | ||
+ | | 1990-??-?? | ||
+ | | [[Ski or Die (AMI)]] | ||
+ | | | ||
+ | |- | ||
+ | | 1990-??-?? | ||
+ | | [[Ski or Die (C64)]] | ||
+ | | | ||
+ | |- | ||
+ | | 1990-??-?? | ||
+ | | [[Ski or Die (DOS)]] | ||
+ | | | ||
+ | |- | ||
+ | | 1990-??-?? | ||
+ | | [[Stormovik: Soviet Attack Fighter SU-25 (DOS)]] | ||
+ | | Sound Effects | ||
|- | |- | ||
| 1991-01-?? | | 1991-01-?? | ||
Line 166: | Line 185: | ||
| [[Skate Or Die: Tour de Thrash (GB)]] | | [[Skate Or Die: Tour de Thrash (GB)]] | ||
| Sound Driver | | Sound Driver | ||
+ | |- | ||
+ | | 1991-??-?? | ||
+ | | [[Neverwinter Nights (DOS)]] | ||
+ | | | ||
|- | |- | ||
| 1992-07-?? | | 1992-07-?? | ||
Line 198: | Line 221: | ||
| [[Wordtris (SNES)]] | | [[Wordtris (SNES)]] | ||
| Sound Driver | | Sound Driver | ||
+ | |- | ||
+ | | 1993-??-?? | ||
+ | | [[Quest for the Shaven Yak starring Ren & Stimpy (SMS)]] | ||
+ | | | ||
|- | |- | ||
| 1993-09-?? | | 1993-09-?? | ||
Line 205: | Line 232: | ||
| 1994-??-?? | | 1994-??-?? | ||
| [[Ghoul Patrol (SNES)]] (グール・パトロール) | | [[Ghoul Patrol (SNES)]] (グール・パトロール) | ||
+ | | Sound Driver | ||
+ | |- | ||
+ | | 1994-??-?? | ||
+ | | [[Quest for the Shaven Yak starring Ren & Stimpy (GG)]] | ||
| Sound Driver | | Sound Driver | ||
|- | |- | ||
Line 218: | Line 249: | ||
| [[BreakThru! (GB)]] | | [[BreakThru! (GB)]] | ||
| Sound Driver | | Sound Driver | ||
+ | |- | ||
+ | | 1995-04-?? | ||
+ | | [[Metal Warriors (SNES)]] | ||
+ | | | ||
|- | |- | ||
| 1995-11-05 | | 1995-11-05 | ||
| [[Zoop (GB)]] (ズープ) | | [[Zoop (GB)]] (ズープ) | ||
| Sound Driver Provider | | Sound Driver Provider | ||
+ | |- | ||
+ | | 1995-??-?? | ||
+ | | [[Zoop (GG)]] | ||
+ | | Sound Driver | ||
+ | |- | ||
+ | | Unreleased | ||
+ | | [[Robocop Vs. The Terminator (NES)]] | ||
+ | | | ||
+ | |- | ||
+ | | Unreleased | ||
+ | | [[WildSnake (GG)]] | ||
+ | | Sound Driver | ||
|} | |} | ||
==Links== | ==Links== | ||
− | * | + | * [http://www.rtassoc.com rtassoc.com] - Official. |
− | * | + | * [https://www.facebook.com/dave.warhol facebook.com/dave.warhol] - Facebook. |
− | * | + | * [https://twitter.com/davidwarhol twitter.com/davidwarhol] - Twitter. |
− | * | + | * [http://www.youtube.com/watch?v=WeMseLpbREQ youtube.com/watch?v=WeMseLpbREQ] - Video Interview. |
+ | * [http://www.vgarc.org/vgarc-originals/interview-with-david-warhol/ http://www.vgarc.org/vgarc-originals/interview-with-david-warhol/] - Audio Interview with Text Transcription. | ||
− | [[Category:Composers]] | + | [[Category: Composers]] |
− | [[Category:Foley Artists]] | + | [[Category: Foley Artists]] |
− | [[Category:Sound Programmers]] | + | [[Category: Sound Programmers]] |
Revision as of 01:40, 17 January 2017
David Warhol | ||||||||||
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Dave Warhol is a composer, sound designer, and programmer. He played low brass instruments when he was in school. He started working at Mattel Electronics as a audio engineer, game designer and programmer. After being a video game musician and audio engineer for some time, he decided he wanted to make his own company for video games and he founded Realtime Associates in 1986. Realtime still exists to this day and is still run by David Warhol. He has also won the 12th Annual G.A.N.G. award.
Music Development
GB
Warhol created a program that converted MIDI files to something that the GameBoy could read. According to one of the composer's at Realtime Associates, it was really touchy in that if a note overlapped another note a little bit in the MIDI file, the song wouldn't play back properly and instead hang on the said note.
Warhol also developed a live interface for controlling the Game Boy's audio with a keyboard. This was utilized to more efficiently test parts and sounds before sequencing or finalizing them. This was something he had also done with the NES, but not until he was part-way through the NES' lifespan. For Game Boy development, this is something he had ready for the first title he worked on.
GEN
David composed MIDI files in Cakewalk and converted them to the GEMS sound engine.
GG/SMS
David created a MIDI conversion tool.
NES
Warhol created a program that converted MIDI files to the NES. He would compose his MIDI files in Cakewalk and then use his program to convert said MIDIs to the NES. If another composer at Realtime Associates was behind the music, he would use the same procedure, except he would arrange the composers' MIDI files first before converting them.
Warhol has explained the process in which he was able to convert from MIDI as efficiently as possible:
Before developing his MIDI converter, he worked with sheet music and would program the music in hexadecimal notation. He described this as a "very labor intensive process", and his earliest NES games used this method.
None of his NES music utilizes the 5th audio channel for sample playback, as he was unable to figure out how to use it.
SNES
Warhol programmed a sound driver which converted MIDI files to the SNES. The instrument samples were taken from other SNES games. Warhol lent his sound driver to many video game developers, but only his company name was mentioned in those games.
Gameography
Links
- rtassoc.com - Official.
- facebook.com/dave.warhol - Facebook.
- twitter.com/davidwarhol - Twitter.
- youtube.com/watch?v=WeMseLpbREQ - Video Interview.
- http://www.vgarc.org/vgarc-originals/interview-with-david-warhol/ - Audio Interview with Text Transcription.