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Making clear DPCM samples Posted: 2014-03-16 21:00 Reply | Quote
Macromaniac

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#55395
Any advice on how to make intelligible, hiss and distorsion free DPCM samples? I know a sample that uses lots of highs frequencies becomes all hissy once converted to DPCM, but that's about it.

Posted: 2014-03-16 21:10  (Last Edited: 2014-03-16 22:08) Reply | Quote
za909

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#55396
Press import and pray

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Posted: 2014-03-16 21:12 Reply | Quote
Xyz_39808

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#55397
tl;dr version
either use only bassy stuff if at full volume or if you must have more high pitched stuff, make the sample quieter

Posted: 2014-03-16 21:35 Reply | Quote
eXe42

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#55398
I automatically read the tl;dr version.

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Posted: 2014-03-19 14:01  (Last Edited: 2014-03-19 14:02) Reply | Quote
Delek

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#55434
The best sample based playback under NES is the direct 7bits PCM playback thing.

Unfortunately Famitracker don't support this. The only trackers that can achieve this are MuseTracker and DefleMask. But will be a great addition to Famitracker too.

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Posted: 2014-03-19 18:59 Reply | Quote
Xyz_39808

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#55436
doesn't your PCM driver have a 60hz buzz in it?

Posted: 2014-03-20 01:51 Reply | Quote
jrlepage
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#55439
[quote=Delek]But will be a great addition to Famitracker too.[/quote]
jsr has already said that PCM would not be implemented in his tracker (and there is a good reason for this).

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Posted: 2014-03-20 18:37 Reply | Quote
Delek

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#55447
Because he has to fully rewrite the playback routine with a perfect timing?

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Posted: 2014-03-20 21:36 Reply | Quote
MKSTAR26

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#55448
[skeletons oohing]

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Posted: 2014-03-20 23:26 Reply | Quote
jrlepage
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#55453
[quote=Delek]Because he has to fully rewrite the playback routine with a perfect timing?[/quote]
Yes, precisely: he would have to rewrite the entire playback routine to implement just one feature that is a) not essential, and b) beyond the scope of the tracker.

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Posted: 2014-03-21 17:12 Reply | Quote
Jarhmander

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#55484
While FamiTracker's sound engine isn't really suitable for inclusion in a NES game, it's much more suitable that something that streams audio continuously into $4011, which itself has no practical use in a NES game except from something that doesn't update much its graphics (i.e. a quite boring game). Remember that sprite DMA stalls the CPU for 512-513 cycles; that would glitch horribly the PCM sound once per frame if used. Some games did use some PCM sounds but not in actual gameplay (there's the case of Big Bird's Hide and Speak, but it's very simple animation). So there're good reasons to not implement PCM playback in NES music, and anyway NSFs with non-returning play/init routines are somewhat of a hack per se that NSF2 will address more elegantly.
Anyway, as you point out, if someone is truly after that feature, she/he can use other trackers.

Posted: 2014-03-21 18:16  (Last Edited: 2014-03-21 18:17) Reply | Quote
Delek

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#55485
A quote from Tokumaru:
Most people making NSFs don't care about actual games...

In [url=http://forums.nesdev.com/viewtopic.php?f=6&t=9296]this thread from NesDev.


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Posted: 2014-03-21 19:58 Reply | Quote
MKSTAR26

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#55486
If you only care about the music, why bother importing hacky low-quality PCM from somewhere else?

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Posted: 2014-03-22 07:50 Reply | Quote
Rozul_TheBlue

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#55513
the only game that used 7-bit pcm and made it sound good was battletoads
other than that 7-bit pcm is completely unnecessary lol

Posted: 2014-03-22 08:30  (Last Edited: 2014-03-22 08:45) Reply | Quote
Rozul_TheBlue

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#55514
[quote=Delek]The best sample based playback under NES is the direct 7bits PCM playback thing.

Unfortunately Famitracker don't support this. The only trackers that can achieve this are MuseTracker and DefleMask. But will be a great addition to Famitracker too.[/quote]
btw nice self-promotion, now go make the sid chip somewhat usable
edit: wow sorry for the douche-y comment, i just realized ive been doing absolutely everything wrong

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