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FamiTracker > General > Bug Reports & Feature Requests > DPCM samples not playing all the way Owner: betasword New Post(Locked)
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DPCM samples not playing all the way Posted: 2010-10-01 18:11 Reply(Locked)
betasword

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#10173
Well, I've got a couple of DPCM samples I made that don't seem to like playing all the way through with triggered in FamiTracker (0.3.6b3). However, they behave differently in the load screen, where you're choosing which .dmc to load. bh1.dmc will actually play all the way through when it gives the preview, while kyastart.dmc plays most of the way through, more than it does when actually loaded, but still not all the way.

When actually loaded, they only play a small amount of the sample when triggered, either in the DPCM set up screen, or by the actual song itself. However, when you go into the DPCM edit screen, it still loads the whole thing, and you can still play back the rest of it if you set the start point to after where it stops playing. Same if you use a Yxx along with the sample in the song to play the rest of it.

Problem is, I don't know if this is a bug with FamiTracker, or if it's just a problem with how I converted the .dmcs (using ReDMC, which has worked fine for all the other samples I've used it for).

I've attached both samples, in case that helps at all.


Attachments:
bh1.dmc (5 Kb)
kyastart.dmc (6 Kb)
Posted: 2010-10-01 18:33  (Last Edited: 2010-10-01 18:33) Reply(Locked)
nicetas_c



Member for: 4582 days
Location: AB, CA
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#10175
Here is the sample cropped into 4096 bytes. It is now a null sample.

The DPCM storage for an NSF is 4096 bytes, so samples bigger than that will act strangely.


Attachments:
kyastart2.dmc (4 Kb)
Posted: 2010-10-01 21:27 Reply(Locked)
betasword

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#10179
Interestingly enough, your cropped version, when loaded into FamiTracker, won't even start at all. It makes a sort of click noise, but no actual sound. Though just like the ones I posted, if you go into the edit screen, you can see that it is all still loaded, and you can still play it if you start it after it's normal starting point.

Hopefully that made sense...

Posted: 2010-10-02 01:53 Reply(Locked)
jsr
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#10182
The biggest allowed size of a sample is 4081 bytes, the NES can't play larger samples. Trying to do so will cause a wrap around of the size value and the sample will appear shorter. I understand if this is not obvious so maybe a better behaviour would be to clip the size rather than wrapping around, or display a warning when loading too large files.

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Posted: 2010-10-02 06:41 Reply(Locked)
betasword

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#10186
Ah, ok. I wasn't aware of that limitation hence trying to use samples that are somewhat larger than that. I'll have to keep an eye on that in the future, then!

Posted: 2010-10-07 22:55 Reply(Locked)
ZZZV

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#10332
you can also import at a lower quality and then slow down what results. you get more duration at ze cost of more whine and lossyness

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