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I was covering a song and I couldn't hear the DPCM samples.
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Who's going to dodge that? Nobody! Not the first time! You'd have to know: Oh! This is gonna be a vertical 2D shooter, and, there's going to be an obstacle immediately at the start of the game!
AVGN
Ok. It's uploaded. As you can see, I had to decrease the volume on every other channel for it to be heard.
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Who's going to dodge that? Nobody! Not the first time! You'd have to know: Oh! This is gonna be a vertical 2D shooter, and, there's going to be an obstacle immediately at the start of the game!
AVGN
I said FTM file, not NSF. It's not like anyone will actually bother trying to pirate your little tid-bit of music if you post your actual FTM project.
But anyways, you might want to use the Zxx effect at each point you play the sample. Alternate between a Z00 & a Z7F to produce a popping noise that accompanies the sample.
Then, add a noise-channel note at each point you play the sample. Fade the volume as rapidly as you need, but use a low-frequency type of noise.
I could have helped you better if you posted the actual project file. Otherwise, go hunting for some louder samples.
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Technology: the one thing that's hated & cursed at by all engineers, technologists, scientists & technicians!
As for the problem itself, I listened to it on Nez plug, and it sounds louder on it. Seems like Famitracker lowers the volume of the DPCM channel.
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Who's going to dodge that? Nobody! Not the first time! You'd have to know: Oh! This is gonna be a vertical 2D shooter, and, there's going to be an obstacle immediately at the start of the game!
AVGN
As jsr mentioned somewhere else (I tried finding the post to link it here but I couldn't), there is no "correct" relative volume between APU1 (squares) and APU2 (triangle+noise+DPC), or between the 2A03 and expansion audio. Different physical units (NES, Famicom and individual cartridges with expansion sound) had different levels because developers back in the days didn't care much about consistency. This poses a problem when it comes to emulating these audio devices, because you have to make a decision as to which mixing is the "most" correct.
As I said there is no absolute answer to this, so people who made NSF players and NES/Famicom emulators either hard-coded whatever mixing setup they measured with their own hardware, or implemented some form of mixer in the software to let the user decide. NSFPlay 2.2 has such a mixer (by the way I [i]very very strongly[/i] recommend switching to that player, as it is the most objectively accurate NSF player around). Sadly Famitracker does not have such a feature (not yet, anyway).
As for your problem, your only solution really is to give your samples a little bit more gain in the DMC import window, or make everything else in your module quieter.
Another issue to consider is that you're using the VRC7, which is [i]extremely[/i] loud compared to the 2A03 (jsr, rainwarrior and I all verified this to be true using a real Famicom and Lagrange Point cartridge). So that might be a problem as well.
By the way, I've attached something you may find useful. It's a visual representation of the NSF you're trying to cover, in the form of a Famitracker module.
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I record (some) NSFs on hardware. Feel free to [url=http://www.famitracker.com/forum/posts.php?id=3633]request a hardware render.