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I'm new to this, and I'm guessing it's extremely simple.. But I have no experience with software like this and I could really use some help. I'm covering a song, and would like to know how to play the same note multiple times, instead of the note ringing out longer. Thanks!
Place a note cut where you want to stop your note(--- symbol typed with the "1" key by default in the note column). For delayed note stops, use a Sxx effect, where xx is the number of steps the note cut will be delayed.
You can also use volume patterns. You can define them by instrument, by an A0x effect, or manually putting volume values in the volume column.
These are the ones that came to my mind. If you need more help just ask!
EDIT: If you use Axy effects, make sure you restore the volume on the next note! Oh, and yeah, after halting notes you can put another one to make it play again.
Thanks! I tried messing around with the Sxx a bit and well, I'm having some issues. I'm working on a song called "She Likes It On Top" it's an 80's rock song I'm trying to make 8 bit. If you have some time to walk me through how to use effects to get the sound to break I would really appreciate it! I'm sorry I'm not so tech savvy. The song starts out by playing the same note twice, so if you could walk me through those first notes, I could use it throughout the song to get what I need.
Here's a link to the song if you're up for helping me.
Well, I might try to help with some effects. I'll post an FTM later to show some things.
EDIT: There it is. I'll explain a few things:
The module has 4 songs. The first and third ones use note cuts to stop the notes, by using note cuts(--- symbol) and Sxx effect(delayed note cut). Their difference is the instrument. In the first song I used a blank instrument and in the third one I used a guitar-like effect, achieved by duty cycle and arpeggio sequence.
The second and fourth songs do the same with the instruments, but I used effect Axy to fade out the notes. You may find what I did there pretty complex, but it actually isn't. I just put several A00s and A09s so the notes could fade out, as some sort of note release.
I'll now say that effect Sxx delayes your note cut by frames per second:
The module goes at speed 6, which means each row(where the notes and stuff is placed) lasts 6 frames. The NES's default refresh rate was 60Hz(In America), which means that the sound will update every 1/60th second. Some people will be able to explain this better than me.
Well, what I try to mean is that since you can just put a note every 6 frames, this makes note cuts a mess, but that's what there's a Sxx effect. It delayes your note cut the amount specified in xx.
For instance, I used S05 to cut notes. This means that just before the other note is played, the current one stops and the next one will be played immediately, giving the illusion of a guitar or something. This can achieve more fluid progressions.
I hope that wasn't too technical. If you want to ask something, just do it. I'll try to help you, and maybe more people will do too.
Tyvm! I really appreciate you taking the time to do that, I didn't mean to make you have to figure out some of the notes. I should of shared them earlier.
Not using volume envelopes on the pulse channels makes the music sound especially primitive, like the music was made in the NES's earliest days. (The triangle channel doesn't support volume envelopes, though, so Sxx is a fine way to allow notes to repeat on the triangle channel.) So take Mr_Master's example.ftm and try deleting all the S05's. Instead, double-click where it says "00 - Blank", paste "15 14 13 12 11 10 9 8" into the box, and press Enter. This should give the instrument a simple volume envelope. Try tweaking the numbers to see how it changes the sound. For instance, adding "8 12" before "15" makes the sound start out a tad quieter before it his maximum volume, which makes the note sound a little softer, less "pluck"y. Whether that's desirable or not depends on your song.