Well, with my method, you do have to be very careful to get the two waveforms lined up exactly. If one of them starts very slightly late, it might not do much good.
why is the resulting nsf from this play so slowly? kind of hard to render the supposed identical wav files when the nsf coming from the ftm is about half the speed of the original metroid ost.
why is the resulting nsf from this play so slowly? kind of hard to render the supposed identical wav files when the nsf coming from the ftm is about half the speed of the original metroid ost.
That's because the engine speed was changed from 60 Hz to 240 Hz. When you export the NSF, the engine speed is reset to 60 Hz, making playback much slower (4 times slower, in fact)
is there anyway to work around this for exporting? and was the metroid ost really at 240Hz? seems like 60 updates per second would have been plenty to pull off those sounds. just seems unlikely, being that the metroid ost nsf plays just fine in my player @NTSC speed 0_o
or perhaps i don't understand the relationship between hertz and nes audio? and wuts this i herd bout the hertz devil went down to georgia?
You'd most likely have to increase the tempo of the song & transpose each channel for a few notes/octaves once the engine's speed is 60 Hz.
Now, 240 Hz / 4 = 60 Hz. This means the FTM file is a quarter the speed of the original Metroid track. So, you have to change the speed in nicetas_c's cover to play 4 times faster.
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that wouldn't work cos the engine speed is affecting the speed at which effects are updating. increasing the song speed at 60Hz wouldn't correct this. although i suppose dividing the instruments envelopes by 4 would fix it.
i appreciate the help tho.
i'd like to hear nicetas explain his logic here, i r perplexed.
edit: i just took a look at all of the envelopes and they're all the same 1:4 ratio. i guess i could see this method affecting the smoothness of the volume envelopes, i r curious
Aight, so here's the Brinstar track using inverted phase. Both .nsf's were recorded(.wav) using foobar and are lined up perfectly, down to the sample, mixed down and the resulting file converted to 320kbs .mp3.
The squares are constantly diving in and out of cancelling out each other completely, which is pretty cool. What gets me is the triangle...seriously what's up with that? I expected that to cancel out completely.
Good Work on recreating the soundtrack again. Unfortunately, it's not quite at 100% yet. Check Ridley's song. Or, more specifically, check the notes the triangle channel plays, and you'll see what I mean.
Actually, you did this very same thing the first time you made a Metroid module.