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Haven't found this table in the wiki and thought it could be useful to have it there, so I've [url=http://famitracker.shoodot.net/wiki/index.php5?title=Volume]added it.
How was this chart calculated exactly? What I'm coming up with (by recording VirtuaNES into Adobe Audition and analyzing the waveforms) are approx intervals of 1/15, or 6.666%, rather than the irregular intervals posted above.
[quote=Mex][table][/quote]
Yes, like cak I certainly would like to know where you got that piece of information.
[quote=Shiru]Haven't found this table in the wiki and thought it could be useful to have it there, so I've [url=http://famitracker.shoodot.net/wiki/index.php5?title=Volume]added it.[/quote]
I've taken it off the wiki until Mex provides his sources. I'll add it back as soon as he does.
While the table is not completely accurate to the NES, it is approximated and will be fixed in later versions of Chipsounds. The current version does not support fractions to my understanding. The table is based of some data from nsf2midi:
this is interesting. i had noticed the volumes tended to tail off quicker in the lower numbers, but it is interesting to see exactly how the curve looks. it seems to get the best range of dynamics in a song you should see A as being default volume, and only dip into higher volumes when required.
(Using linear approximation would be good enough, as you can see.)
This is with only one channel active. Using both will reduce the total volume in the same way as triangle, noise and DPCM, but the effect is weaker since the output is never constant.