FM snare drum

Making decent percussion with FM is hard and many games that attempt it end up leaving a lot to be desired, which is why often it has its done with PCM. However, many sound drivers don't allow mixing PCM (which can be an issue with PCM-heavy sound effects) and PCM eats up lots of space compared to FM instruments, so there's an appeal to making percussion using FM.

This page describes a FM snare drum and gives an explanation over how each of its components contribute to the final sound.

Instrument values

For reference:

FM snare drum
Oper.ARDRSRRRTLSLMULDTRSSSG-EG
S131241260215-30Off
S2312416882132Off
S33131201040130Off
S43131126800-33Off

Iwis says

If you want to use that drum but find it to be too quiet or too loud, change the TL of operators S2 and S4 (making sure to keep them the same). Those two are the ones that give the final volume in this case.

Instrument configuration

The snare drum uses algorithm 4, which is basically two 2-op FM sources added together. The two "sides" provide different parts of the instrument: one half provides the impact when the drum starts, and the other half provides the trailing noise.

YM2612 algorithm 4. Operator S1 modulates S2, operator S3 modulates S4, then their outputs are mixed.

In the audio file below we can hear the individual components making up the FM snare drum (in play order: the full drum, the impact, and the noise).

Audio: FM snare drum analysis

Impact half

Operators S3 and S4 provide the impact when the drum is hit.

Noise half

Operators S1 and S2 provide the trailing noise of the snare drum.

Other details

Bonus: Sonic 3-like drum

For fun: if you change S1's MUL value to 2, the resulting FM drum sounds like something that'd be at home in Sonic 3. No, seriously, the resemblance is uncanny:

Audio: FM Sonic 3-like snare drum