This may seem like a naive question, but does anyone have any insights on how to develop my own sound samples for the SNES? And I don't mean by capturing sound from some other game, movie, or music track and converting it to BRR via SNESSOR or some other method like that. If we were on the subject of graphics, then that would be the equivalent to using "ripped" graphics, which is not as impressive. It would truly be great to learn how to generate my own synthesized sounds, even if they sound electronic. I guess most people would suggest that I start by combining square or triangle pulse waves in various combinations? But beyond that I'm kind of clueless on how to proceed.
Given the complexity of even a format like BRR, it's not like you could just hex edit a sample or create it from scratch by trial and error (that is, unless someone has some great secret to doing that). But to me it begs the question, where did game companies get all their sounds from back in the day? Would it be reasonable to assume that just converted output from what was on their keyboard synthesizers to brr? (And that begs the question, where do the keyboard makers get their sounds?) Some people like to complain that SNES sound output tends to be off a bit. i.e. a trumpet synth on a SNES probably sounds worse than a trumpet synth on a keyboard. Is this because of the conversion to BRR from the source data? BRR is not capable of storing arbitrary 16-bit sound because of the whole filter and shift thing going on for each block. Would that explain the "offness" people describe in relation to the SNES?