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So... a lot of FDS NSFs seem to use symmetrical waveforms. Why is that? Anyone have any thoughts on it? Here's some of my guesses.
- Does the hardware have special support for this? (Doesn't seem to from any docs I've read.)
- Could save 32 bytes if done in code? (This savings seems a little meagre.)
- Maybe some audio programmer in Japan wrote a Fourier transform to synthesize waves, but never added a phase control, and this technique became popular?
There's also the fact that you're trying to digitize something that's typically analog in nature; not every analog wave is perfect, yet you can't completely achieve such a level of imperfection on a digital system of this kind. At least this is how I think of it.
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That's a good question, I don't see any special reason for it so my guess would also be that maybe some simple program for synthesizing waves was common (feeding a DFT with only real values results in symmetric output), or perhaps nintendo provided some example waves that could be used.
[quote=jsr]or perhaps nintendo provided some example waves that could be used.[/quote]
This is the most likely answer. I've seen that many waveforms are exactly the same in many games, even between different developers.