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Okay, I've never used the DPCM channel before until tonight on a super rad cover of Casino Night Zone. I put my samples in the channel and put them into the tracker, but when I played everything, my square pulses sound off. They're all sliding into the notes, and they have some faint overtones. Why is this?
EDIT: Okay never mind, I'm a total dumbass and didn't realize that the arpeggiator was activated on that instrument. Can this thread get deleted before I look even more dumb?
RE: Super newbie DPCM channel questionPosted: 2012-09-26 03:44
[quote=LikeACloud]Okay, I've never used the DPCM channel before until tonight on a super rad cover of Casino Night Zone. I put my samples in the channel and put them into the tracker, but when I played everything, my square pulses sound off. They're all sliding into the notes, and they have some faint overtones. Why is this?
EDIT: Okay never mind, I'm a total dumbass and didn't realize that the arpeggiator was activated on that instrument. Can this thread get deleted before I look even more dumb? [/quote]
I will proudly make this not a waste of space:
Be aware that the amplitude of the DPCM channel is achieved by taking volume away from triangle and noise, and that depending on the sample some of this stealing [b]persists[/b] after the sample ends. Turn on Tracker -> Display DPCM State to see, and if it's a problem you can manually set it with Zxx (e.g. Z00 for full tri/noise volume, Z7F for minimum)
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Also, if you want to use Konami style drums with DPCM, have the samples end with a high delta counter value on purpose, and use Z00 on them. This tells the DPCM volume to jump from a high value immediately to 0 which makes a pop at the beginning of the sample.
For bass samples, like the Sunsoft samples, it's a good idea to use a Zxx value on every note with the value the samples leave the counter at (this is shown in the sample editor window) because if the sample is still playing and you start a new note, your delta counter can get ramped up to the max which will make your samples unable to play normally (as they'd have to cross the 7-bit limit of DPCM, 7F) and lower triangle and noise volume