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Why do samples play for only 1 second? It's ok for percussion, but for a bass instrument, some songs don't sound good when the bass is supposed to play a long note and it cuts off.
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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
That's pretty much a limitation of the console. If you use repitched samples like in sunsoft games, the notes get longer as you go lower with the pitch. But if you have a sample for each note, you should try to import at a lower quality. That way you can get slightly longer samples in there.
You can make looped samples if you like, but you can only set loop points in 128 sample increments (and currently Famitracker only lets you loop from the beginning, I think).
The other thing is it's usually better to have a quick release on a DPCM sample than a slow one. The bit depth on DPCM sample playback is actually only 6-bit, so quiet fading tails sound really horribly distorted (on top of the 1-bit distortion that comes from it being NES DPCM in the first place).
Huh. You learn something new every day. You'd think I'd have known that, having written a partial NSF player for the Tandy (I didn't get around to trying DPCM).
As for the problem of playing longer samples, it's sometimes a simple matter to just split your sample up into multiple samples and play them in sequence. A bit annoying, perhaps, but doable.
You know, I never thought of that. I believe that is what danooct1 did in famicompo entry if I'm not mistaken.
_______________________
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
If the NSF format supported DMC IRQs then it would be possible to chain any number of DPCM samples automatically, but it isn't so I haven't added it to the tracker. It would be possible in iNES exports though.