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FamiTracker > General > Bug Reports & Feature Requests > Popping sound around A-3 note Owner: hpizzle New post
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Popping sound around A-3 note Posted: 2012-04-26 03:15  (Last Edited: 2012-04-26 03:24) Reply | Quote
hpizzle

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#34227
has anyone else noticed that when you do a note slide up to an A-3 or vibrato on an a-3 you get a popping sound? as it turns out, the a-3 itself plays fine. i did some testing and narrowed it down to thee pitches slighty lower then the a-3. the pitches above the a-3 appear to be fine. see example - if you slow the song down to a snails pace you can narrow the popping to either the 7e or 7f pitch just below the A-3 note. oh, i was using v3.6 , but just downloaded v3.7 and it does it in that version too.


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Posted: 2012-04-26 03:59 Reply | Quote
tadpole

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Location: Renton, WA, USA
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#34230
It's a quirk of the 2a03, and you can notice it happening even on real NES games such as Duck Tales.

To avoid the click, I'd suggest using less vibrato on that note. I personally like the dirty clickyness sometimes.

blargg at nesdev came up with a solution to stop the cyclic clicking. http://nesdev.parodius.com/bbs/viewtopic.php?t=231

It works on a real NES, but the big problem with it is that some less accurate NSF players (G-NSF, NSFplug/NSFplay)do not support the fix and will play the WRONG NOTES!

Posted: 2012-04-26 08:51  (Last Edited: 2012-04-26 09:00) Reply | Quote
rainwarrior

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#34239
Yes, it's an authentic part of the NES. e.g. [url=http://www.youtube.com/watch?v=mGXtbdT5i5M]Mega Man 2 Ending.

There are 7 pitch boundaries on the NES that cannot be crossed without resetting the oscillator (causes that little click). Below A-3, A-2, D-2, A-1, F#1, D-1, A-0. The one at A-3 is the most often noticed because it is very close to the boundary.

The idea tadpole mentioned uses the hardware sweep to adjust pitch when it needs to cross one of these boundaries. It wasn't used by any real NES games, but it does work on an NES. But in addition to it being poorly supported by NSF players setting pitch this way would also mean that you couldn't use hardware sweeps with FamiTracker.

I'd actually rather have hardware sweeps and just tiptoe around the phase reset problem, personally. Especially because FamiTracker does not have a logarithmic sweep (1xx/2xx are linear, so they will appear to slow down / speed up as they change range), and additionally the hardware sweep can have double the resolution.


NSFPlay [i]will[/i] support the required hardware feature in the next version, BTW. Currently, though, it does have an option to disable the phase reset that causes the click, if you want to turn it off.

Posted: 2012-04-26 12:24 Reply | Quote
tadpole

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#34241
That's great news about NSFPlay's next version. Thanks rainwarrior!

Posted: 2012-04-27 00:18 Reply | Quote
hpizzle

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#34256
that's crazy. i thought it was something with FT. Never noticed it in any nsf's before ... and i've listened to mm2 a lot lol. i dont quite understand how you would use hardware sweeps to get around the phase reset though. can you show an example? thanks

Posted: 2012-04-27 00:51  (Last Edited: 2012-04-27 00:51) Reply | Quote
rainwarrior

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#34258
Well, we can't make an example with FamiTracker. I believe that Neil Baldwin may have implemented it into NTRQ, so you could try that: [url=http://blog.ntrq.net/]http://blog.ntrq.net/

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