Guide

How to make chiptune (8-bit music)

Chiptune, sometimes called 8-bit music, is music made with, or made to sound like, the sound chips of old game consoles and home computers. The whole style comes from a tiny palette and only a handful of voices, and the craft is in what you do inside those limits. Here is what the palette is, how you play chords with almost no channels, and what people build it with.

Works in a dedicated tracker or in any DAW with a chip-style plugin. The ideas are the technique; the tool at the end is just the fast way to run it.

What is chiptune?

Chiptune is music made with, or made to emulate, the sound chips that played the music in old consoles and home computers, machines like the NES, the Game Boy and the Commodore 64. Those chips could only make a few simple shapes of sound at once, so a chiptune is written entirely out of pulse tones, a triangle wave and bursts of noise, with no recorded instruments underneath.

People make it two ways, and both count. Some write for the real chips, or accurate emulations of them, so the track could in principle play back on the original hardware. Others just want the sound and reach for a modern plugin that copies those waveforms inside a normal project. The aesthetic is the same either way: bright, blocky, unmistakably electronic.

The important thing to understand up front is that the limits are the style, not a problem to solve. Chiptune is not a low-quality version of a fuller sound. It is a way of writing built out of exactly what those chips could and could not do, and leaning into that is the whole point.

What sounds can you use?

A small, fixed palette: a couple of pulse or square waves that carry the melody and harmony, a triangle wave for the bass, and a noise channel for the drums. That is close to the whole kit on a classic chip, and most of the character comes from how those few voices are used rather than from any one clever tone.

The pulse waves are the workhorses. A pulse wave has a duty cycle, sometimes called its pulse width, and changing it, roughly between an eighth and a half, moves the tone from thin and nasal to full and hollow. Two pulse channels give you a lead and a harmony line, or a lead and a fast counter part. The triangle is softer and rounder and usually plays the bass, though it can take a melody. The noise channel is tuned static that you shape into kicks, snares and hats.

On a machine like the NES there are only about five voices at once, and one of those is often a short low-fidelity sample used for a drum hit or the odd voice. So you are always choosing what to leave out. There is no room here for the slow sustained wash of a synth pad; the palette is meant to be bright and spare, and it rewards clear, deliberate lines over thick layers.

VoiceWaveformUsual job
Pulse 1Pulse or square, variable duty Lead melody
Pulse 2Pulse or square, variable duty Harmony or a counter line
TriangleTriangle Bass, sometimes a melody
NoisePseudo-random noise Percussion, hats and snares
SampleShort low-fidelity sample A drum hit or an occasional extra voice

Within that palette, expression comes from bending pitch and adding vibrato. A quick slide up into a note, a wobble on a held one, a fast drop at the end of a phrase: these are how you get feel and movement when you can barely change the tone itself. Used well, they do a lot of the work that filters and effects do in other styles.

How do you play chords with so few channels?

You arpeggiate. Because each channel plays only one note at a time, and there are only a few channels, you cannot hold a three note chord without spending three of your precious voices on it. So instead you cycle through the notes of the chord very fast inside a single channel, and the ear blurs them together into something close to a chord.

In practice that means rattling through, say, the root, the third and the fifth, changing the note every frame or two. Many of these chips update around sixty times a second, so the switching is fast enough that you hear a shimmering chord rather than three separate notes. That bubbling, buzzing arpeggio is one of the most recognisable sounds in old game music, and it exists for a plain practical reason: it was the only way to imply a full chord without using up the whole chip.

The notes you cycle through come from an ordinary chord progression, so the harmony is written the same way it would be for any instrument; you are just voicing it one note at a time at high speed. If you are not sure what to arpeggiate, the chord progression guide covers how to build one. Once you have the chords, you can also vary the arpeggio speed and the order of the notes to change how the same progression feels.

What tools do you make chiptune with?

Two broad options: a classic tracker that targets the original chips, or a modern chip-style synth plugin that recreates those waveforms inside your DAW. Both are widely used, and which one fits depends on how close to the real hardware you want to be.

Trackers are the traditional route. FamiTracker is built around the NES chip, and LSDj, short for Little Sound Dj, runs on the Game Boy. They present the music as columns of numbers you step through, which looks strange at first but is very fast once it clicks, and they keep you honest about the channel limits because the chip is right there. You do not need original hardware to use them, though some people do run the results on it.

If you would rather stay in a normal project, a chip-style plugin gives you pulse, triangle and noise voices as a regular instrument you can play from a MIDI keyboard and arrange on a timeline. That is usually the gentler way in, and it lets you sit chiptune parts next to other sounds. Either way, the technique is the same: keep the palette small, work inside the channel count, and let the arpeggios and pitch bends carry the feel.

Writing the arpeggios instead of clicking them in

Most of a chiptune is quick to lay down once you know the palette. The part that takes the longest by hand is the moving detail: the fast arpeggios that stand in for chords, and the busy little melodic patterns that keep a one or two channel track alive. Programming those note by note is where the hours go.

If you would rather play the arpeggios than program them

REHEAT is a writing tool. It generates the fast arpeggios and melodic patterns that chiptune leans on, and you either drag them straight out as MIDI to edit however you like, or play them live through a chip-style synth using REHEAT MIDI DRIVER so the notes come out in a pulse-wave voice. It runs as an Audio Unit, a VST3 and an AAX.

It does not emulate a console chip itself, and it is not meant to. It writes the moving parts and hands them to whatever chip-style instrument you point it at. The sound is yours; REHEAT is the thing that keeps the notes moving.

Free to hear in the browser, no signup. Everything above still works by hand in any tracker or DAW, which is rather the point of writing it down.

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