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2A03 DPCM Instrument Posted: 2011-09-02 00:27 Reply | Quote
abc



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#22657
Hi, you guys. I need a base like instrument. I was thinking DPCM would be the best for this. I can't use it, though. It's 100% silent. Could anyone tell me how to use it? Thanks

Posted: 2011-09-02 00:35 Reply | Quote
jrlepage
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#22658
How did you come to the conclusion that DPCM would be best if you don't know how it works?

Please search on [url=http://famitracker.shoodot.net/wiki/index.php5?title=DPCM]the Wiki prior to posting question threads in the future. Thank you!

Posted: 2011-09-02 00:37  (Last Edited: 2011-09-02 00:39) Reply | Quote
abc



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#22659
[quote=jrlepage]How did you come to the conclusion that DPCM would be best if you don't know how it works?

Please search on [url=http://famitracker.shoodot.net/wiki/index.php5?title=DPCM]the Wiki prior to posting question threads in the future. Thank you![/quote]

I researched about NES audio. I know the basics of what all waves do. That's why.

Also, thanks for the link. I just need to know how to make it work, lool.

I can't find a way to get the DCPM files, so I can import them.

Posted: 2011-09-02 00:43 Reply | Quote
jrlepage
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#22660
You can either load existing DMC samples that you've previously converted (using other programs), or you can import WAV samples directly inside FamiTracker. The WAVs must comply to the limitations however (e.g. slightly shorter than a second for max quality).

If you can't get it to sound right, try fiddling with volume and sample quality.

Posted: 2011-09-02 00:51 Reply | Quote
abc



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#22661
[quote=jrlepage]You can either load existing DMC samples that you've previously converted (using other programs), or you can import WAV samples directly inside FamiTracker. The WAVs must comply to the limitations however (e.g. slightly shorter than a second for max quality).

If you can't get it to sound right, try fiddling with volume and sample quality.[/quote]

Thanks, man. It helped

Posted: 2011-09-02 22:35 Reply | Quote
furrykef

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#22697
I usually just use the triangle channel for bass, since it's usually not useful for much else. You [i]can[/i] use the DPCM channel for bass and, say, have the triangle help out with drums, but it's not the way NES music was typically done. (It can sound pretty darn cool, though.)


Posted: 2011-09-03 00:29 Reply | Quote
mootbooxle

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#22698
[quote=furrykef]I usually just use the triangle channel for bass, since it's usually not useful for much else. You [i]can[/i] use the DPCM channel for bass and, say, have the triangle help out with drums, but it's not the way NES music was typically done. (It can sound pretty darn cool, though.)
[/quote]

SunSoft games! DPCM bass!

Posted: 2011-09-03 02:13 Reply | Quote
abc



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#22701
Haha. The triangle wave works great, for bass. I accidentally just found this out. I was working on a project, using the triangle wave.

Posted: 2011-09-04 00:57 Reply | Quote
furrykef

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#22746
[quote=mootbooxle]SunSoft games! DPCM bass![/quote]
Right. But they were quite unusual for using that style.


Posted: 2011-09-04 07:54 Reply | Quote
cak

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#22751
It's also possible to generate a basic waveform (such as triangle or sawtooth) using looped DPCM. Rushjet1 and others have made songs using this technique. I could never get it to work with PPMCK, but it took me like 5 seconds in FamiTracker.

_______________________
[url=http://2a03.free.fr/?p=pub&dir=cak]Famicom tunes
Posted: 2011-09-04 17:12 Reply | Quote
rainwarrior

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#22762
Now that FamiTracker's DPCM loop lengths are correct (in 0.3.7, not the beta), you can actually get a DPCM wave to sound in tune in the exported NSF too.

Here's an example from The Immortal. The DPCM waveform looks like:
/\___


Attachments:
immortal_2.ftm (43 Kb)
Posted: 2011-09-06 20:12  (Last Edited: 2012-02-06 07:52) Reply | Quote
Javel



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#22802
.

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