Login:
Menu:
Post: Author:
FamiTracker > General > FamiTracker Talk > DefleMask - A Multi-System Tracker Owner: Delek New post
Page 30 of 61 Sort: Goto Page: << Previous [1] [2] [3] ... [29] [30] [31] ... [59] [60] [61] Next >>
Posted: 2012-01-17 23:00 Reply | Quote
Raijin

Avatar

Member for: 5559 days
Status: Offline

#28735
kinkinkijkin wrote:
I don't give a shit that it was meant for delek.

I frankly don't give a shit about much right now.


Dude. Seriously. Just stop man. If you're not in a good mood, don't take it out on others.

_______________________
Youtube Channel
Posted: 2012-01-17 23:03  (Last Edited: 2012-01-17 23:05) Reply | Quote
jrlepage
Moderator

Avatar

Member for: 6419 days
Location: Canada
Status: Offline

#28736
kinkinkijkin wrote:
I frankly don't give a shit about much right now.

Then get lost, no one here in this community wants someone with your attitude around.

_______________________
Follow me on Twitter.
I record (some) NSFs on hardware. Feel free to request a hardware render.
Posted: 2012-01-17 23:28 Reply | Quote
Delek

Avatar

Member for: 5780 days
Status: Offline

#28738
The answer given by kinkinkijkin maybe was a little bit rude, but it is more or less what I think.

However, implementing systems with fully PCM based channels (like PC-Engine) plus the current support for wav samples loading, makes the XM export a feature that can be done without much effort

_______________________
Delek's Website
DefleMask Tracker
Delek's SoundCloud
Delek's YouTube Channel
Posted: 2012-01-18 03:51 Reply | Quote
Doommaster1994

Avatar

Member for: 5893 days
Location: Seattle, WA
Status: Offline

#28740
Maybe I'm reading it wrong, but I thought PC-Engine/TG-16 was FM synthesis?

Posted: 2012-01-18 04:16 Reply | Quote
kinkinkijkin

Avatar

Member for: 5803 days
Location: Not where my face is
Status: Offline

#28741
Doommaster1994 wrote:
Maybe I'm reading it wrong, but I thought PC-Engine/TG-16 was FM synthesis?


It used 32-sample long samples, not exactly fm.

Posted: 2012-01-18 21:25 Reply | Quote
Raijin

Avatar

Member for: 5559 days
Status: Offline

#28749
If I'm not mistaken, there are 2 channels that can be sacrificed in order to use a single FM channel, but I'm not 100% on that.

_______________________
Youtube Channel
Posted: 2012-01-18 21:49  (Last Edited: 2012-01-18 21:49) Reply | Quote
Delek

Avatar

Member for: 5780 days
Status: Offline

#28750
Raijin wrote:
If I'm not mistaken, there are 2 channels that can be sacrificed in order to use a single FM channel, but I'm not 100% on that.
Yeah, you could use two self modulated channels (CH 1 & CH2). It is not exactly FM Synthesis, but the output sound is similar for a not trained ear.

_______________________
Delek's Website
DefleMask Tracker
Delek's SoundCloud
Delek's YouTube Channel
Posted: 2012-01-19 00:27  (Last Edited: 2012-01-19 00:28) Reply | Quote
kinkinkijkin

Avatar

Member for: 5803 days
Location: Not where my face is
Status: Offline

#28754
Suddenly, YMUsomething's 4-operator mode makes OP2's sliders change OP3's stuff and vice versa and 2-operator mode still doesn't work right.

EDIT: Oh, only the AR. And now 2-operator mode's second operator's AR just doesn't change at all, yet the slider moves.

Posted: 2012-01-19 00:51  (Last Edited: 2012-01-19 00:52) Reply | Quote
Delek

Avatar

Member for: 5780 days
Status: Offline

#28755
kinkinkijkin wrote:
Suddenly, YMUsomething's 4-operator mode makes OP2's sliders change OP3's stuff and vice versa and 2-operator mode still doesn't work right.

EDIT: Oh, only the AR. And now 2-operator mode's second operator's AR just doesn't change at all, yet the slider moves.
Yeah, I fixed this already. The bug is that the value of the ARs of the operators 2 and 3 are SWITCHED. When I fixed the YMU's second operator problem, I forgot to fix this issue too.

_______________________
Delek's Website
DefleMask Tracker
Delek's SoundCloud
Delek's YouTube Channel
Posted: 2012-01-19 00:57 Reply | Quote
kinkinkijkin

Avatar

Member for: 5803 days
Location: Not where my face is
Status: Offline

#28756
So it'll be in the new version or did I miss an update?

Posted: 2012-01-19 02:13 Reply | Quote
Delek

Avatar

Member for: 5780 days
Status: Offline

#28764
In the new version. Btw I am spending so much time in the ROM exporter for PC-Engine, and it is only done in a 10%.
Maybe I should release a 5.2 version with GB Rom Exporter, Arpeggios Envelopes and Duty Envelopes before the PC Engine release.

_______________________
Delek's Website
DefleMask Tracker
Delek's SoundCloud
Delek's YouTube Channel
Posted: 2012-01-19 02:30 Reply | Quote
jrlepage
Moderator

Avatar

Member for: 6419 days
Location: Canada
Status: Offline

#28766
That would be best, in my opinion.

_______________________
Follow me on Twitter.
I record (some) NSFs on hardware. Feel free to request a hardware render.
Posted: 2012-01-19 03:34  (Last Edited: 2012-01-19 03:46) Reply | Quote
Thom

Avatar

Member for: 5965 days
Status: Offline

#28769
Doommaster1994 wrote:
rainwarrior wrote:
Other than the echo hardware there's not really anything I'm aware of that's special about the SNES's sound. Even the echo itself isn't really that special...

Calling it "reverb" I think is overselling it; it's just a delay with feedback and a simple filter. (Filter is an 8 sample FIR, and the delay length is up to 1/4 second, I think.)


I think all you'd need to do is use a note delay effect. Besides, you can make any SNES music in Fasttracker 2, Milkytracker, etc. I've talked to some composers who have used Fasttracker II for their SNES music.
If you're still not happy, there is a tool that will rip instrument samples out of SNES games, though they have to be SPC, I have ripped a few myself from games that can't be dumped with SPC files. I can only do legit SNES music since I have music development tools for it.


The only thing the SNES had it going for is noise generation and pitch change. But in reality most of the samples sound like crap because they had to compress on top of playing the high pitch to save ram and playing at a lower note(this lose the lower frequencies of samples, which examples why most games have weak bass). Hell I could do this easily with a mega drive tracker: Take a high quality sample, compress it , record it at high pitch, play it back at a lower pitch in tracker. It will sound exactly like a MIDI instrument. What's worse with snes games is that they re-use samples from the music library for SFX and play it at different notes. Only plok and Tales of phantasa had any noticeable quality in samples.(Tales of phantasa cheated by streaming 4-bit sound samples). I think Plok use selective compression on samples that won't suffer much from compression (bass,drums,) and shorting samples with high clarity and looping them to avoid having too much of a clarity loss. Tim follin is really a genius.

Posted: 2012-01-20 04:59 Reply | Quote
Doommaster1994

Avatar

Member for: 5893 days
Location: Seattle, WA
Status: Offline

#28816
The only thing that would make SNES music worth it in Deflemask is it being able to export SPCs or SNSF files and being able to play on the real hardware.

Posted: 2012-01-20 05:53  (Last Edited: 2012-01-20 05:55) Reply | Quote
Thom

Avatar

Member for: 5965 days
Status: Offline

#28817
There's no software player for spc on the snes I know of. Maybe he can create a dedicated one? Real hardware tend to sound bad any ways incomparsion to hardware play back. The same can't be said electronic synthesizers.

Page 30 of 61 Sort: Goto Page: << Previous [1] [2] [3] ... [29] [30] [31] ... [59] [60] [61] Next >>