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FamiTracker > General > Bug Reports & Feature Requests > A 32 Step Lock for the FDS Wave Editor? Owner: insomniacovrlrd New post
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A 32 Step Lock for the FDS Wave Editor? Posted: 2013-07-20 09:35 Reply | Quote
insomniacovrlrd

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#49635
Hello! I'm relatively new to this forum, and newish to famitracker. To keep this short, basically what i'm saying is in the wave editor for the FDS channel, the 'draw wave' feature uses 64 little dashes to represent the wave. As an enthusiast of gameboy music as well, i'd love to be able to set it so that i can only manipulate 32 of them, so that i can less painstakingly recreate some of the waves used in gameboy compositions.

Or gameboy-esque compositions, i suppose. It's definitely not a high priority thing, but a little checkbox to let us only move half of them, or move them in increments of 2 would be wonderful.

Or maybe i'm just doing it wrong? Any thoughts on the matter would be appreciated. Thanks!

Oh, and famitracker as a whole is wonderful.

Posted: 2013-07-20 12:01 Reply | Quote
za909

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#49639
Personally, I second this idea! As well as the return of an actual number field instead of just giving us the option to paste from the clipboard.

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Posted: 2013-07-20 14:35 Reply | Quote
jrlepage
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#49644
You can probably get a simple computer program or python script to duplicate every value in a string of numbers. You could then copy the output and click "Paste wave" in the FDS instrument window. That would serve as an acceptable temporary solution, at least.

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Posted: 2013-07-20 15:03  (Last Edited: 2013-07-20 15:05) Reply | Quote
DjJizzer5

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#49649
or you can draw the wave the way that 1 step in fds is treated like 2.

also, seeing as this is gameboy related thread, i think i can ask my question - how do i know waves from .gbs files? is it possible?

ALSO, you can use n163 and change the channel count to 1. namco has a maximum wave size of 32.

Posted: 2013-07-20 17:03  (Last Edited: 2013-07-20 17:04) Reply | Quote
rainwarrior

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#49650
FDS is more useful than N163 if you are trying to emulate the gameboy. At first the N163's 4-bit length 32 wave might seem ideal, but the volume with one channel is way too loud and the N163 has only a very coarse volume control. (Though to get around this you might add extra unused N163 channels.)

Posted: 2013-07-20 23:18 Reply | Quote
insomniacovrlrd

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#49667
All good replies, guys.

@jrlepage : I could find a program to do that, i'm sure. In the meantime i supposed i'd rather manually do it in notepad and paste it in, until it ends up as a feature (if it does!)

@Djjizzer5 : I'm honestly not sure yet. The only program that i have that even plays .gbs files is KbMedia Player, and as far as i can tell all it does is play them. All i can think of would be to find a program similar to virtuansf for .gbs files, and then to isolate just that one channel, and go from there. Unfortunately, analyzing sound waves is a bit above me D: But it is a topic worth researching, i think

@rainwarrior : Well, i hadn't even dug into the namco expansion stuff, so while it IS an idea, you put up a good reason to dissuade someone from using it in this situation.

Anyway, thanks for the replies, guys. I'm going to do a bit of research to see if there was a common bank of waves used in the majority of gameboy soundtracks. I know a lot of devs just used that channel to make a fake triangle wave, and do it up like they would on the NES. I need to look at a lot of gameboy games and figure some stuff out.

Posted: 2013-07-21 08:29 Reply | Quote
DjJizzer5

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#49680
well, you know, using LSDJ is an option too.

Posted: 2013-07-21 14:48 Reply | Quote
jrlepage
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#49692
Or Deflema-*shot*

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Posted: 2013-07-21 16:00 Reply | Quote
poodlecock

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#49697
What, you don't want to cause an uproar about more chips like I did?

I also say Deflemask, and LSDj is great for composing on the actual hardware (no, I mean literally ON THE ACTUAL HARDWARE) so you better get used to mashing them Game Boy buttons. (Or you could use an emulat-*shot*

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Posted: 2013-07-22 02:06 Reply | Quote
insomniacovrlrd

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#49716
i've considered LSDJ, but using gameboy input as my only means of input is pretty obnoxious. There's a guy doing a very similar thing to lsdj for the NES, but i'd much rather compose on my computer, rather than on an emulated cart.

Honestly, leaving the comfort of daws like FL studio and such for famitracker was jarring enough. I'll make do with the FDS. It was only a curiosity anyhow~

Posted: 2013-07-22 09:08 Reply | Quote
Im_a_Track_Man

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#49725
[quote=insomniacovrlrd]on an emulated cart.[/quote] I'm sorry to butt in like this, but that is actually real hardware you're talking about... nothing is emulated.

If anything's emulated, it's the software on the computer, no matter how accurate it may be.

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Posted: 2013-07-22 09:30  (Last Edited: 2013-07-22 09:31) Reply | Quote
rainwarrior

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#49727
insomniacovrlrd means you can emulate LSDJ, or NTRQ.

Posted: 2013-07-22 09:36  (Last Edited: 2013-07-22 09:36) Reply | Quote
Im_a_Track_Man

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#49728
[quote=rainwarrior]You can emulate LSDJ, or NTRQ ([color=pink]or Pulsar).[/quote]

I'm aware. But I'm referring to their cart forms, as I'm sure OP was as well. What I'm saying is FT can only get as good as it can, but by using those ROMs you're actually using the hardware to get what you want done, as opposed to loading up a file for playback only ((not to mention you can mute/solo channels in these on hardware, unlike with NSFs. I apologize if I got confused, and jumped to conclusions, however.

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Posted: 2013-07-24 22:38 Reply | Quote
poodlecock

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#49858
My suggestion? Export the wave and use [url=http://www.famitracker.com/forum/posts.php?page=1&id=4270&sort=]furrykef's Audacity tool, selecting N163 mode with 32 wave length.

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Posted: 2013-07-25 14:59 Reply | Quote
jrlepage
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#49876
You still have to duplicate each value if you want to use it with the FDS. Or, you could put two copies of the 32-sample wave one after another, but that would cause the wave to play one octave higher.

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