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Please note that I had to set the Engine speed to the maximum of 400 Hz for this to work. So yeah, I don't think it's physically possible anywhere but in FamiTracker
Muting and unmuting the noise channel rapidly enough makes it sound like a note. I just wanted to try this out, so it's just a simple melody.
Let me know what you guys think of this completely blasphemous and ludicrous idea
Yeah, that is not exactly how you use the Noise channel, but it's cool nonetheless. Sometimes it's fun to just rebel against the standards.
On a more practical level, you can achieve similar results as this in a more straightforward manner using a 12.5% (duty cycle zero) pulse wave in the octave 0~1 range (but note that the lowest note the NES can produce is an A-0).
(Aside: FT counts octaves starting ffrom zero, not one.)
As an alternative, you can give the Noise channel a duty cycle setting of 1 and this results in 'periodic noise' which has a characteristic 'buzzing' sound in its mid notes. It generally doesn't get used as an instrument very often (example: Mega Man 2 - Quick Man stage) but it's still available if you need it.
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I made a quick tune using the 01 duty cycle. I have perfect pitch so the chords match up and sounds pretty cool. I probably wouldn't use it in a song though.
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[quote=themudkip12]I made a quick tune using the 01 duty cycle. I have perfect pitch so the chords match up and sounds pretty cool. I probably wouldn't use it in a song though.[/quote]...
You could also make a "pseudo noise" wave with the Namco 163 expansion and make notes with that, but anything above octave 2 doesn't really sound like noise. Here's an FTM I made which was just experimenting with the custom noise.
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I think the only game that required it was Lagrange Point because the VRC7 Mapper also did some bank switching stuff as well as the sound. I'm not sure if any other games require it.
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[quote=Church_Manner]Did some games require expansions in order to play them or did most of them have a different mode for if there wasn't an expansion pack?[/quote]
The Famicom allowed games to add their own external audio chips on the cartridges (or, in the case of the FDS, a piece of addon hardware). This external audio was mixed with the Famicom's own audio output. These expansion chips were built into the cartridges, and they "just worked" and provided expanded audio capabilities to games that had them.
For some reason they didn't provide this option in any of the other regions the NES was released in, so the West only ever heard plain old 2A03/7 audio from their games. Games that used expansion chips in Japan had to have their music remixed to only use the 2A03 if they were released in other regions - like the two Zelda games, Metroid, Castlevania III, and many others.
THAT...IS...CHEATING. Idk how he got it to 2600 Hz when it only allows 400 Hz maximum. Was this made in a previous version when there wasn't a maximum or something?
-400 Hz is perfectly possible outside of Famitracker. The NES APU isn't "frozen" at 60 Hz or anything like that; it's just more convenient to have APU updates line up with vsync in NES games, so 60 Hz (or 50 in the case of PAL) has become the de facto standard refresh rate.
-The noise channel does not have a "duty cycle"; Famitracker merely re-uses this feature from the pulse channels to turn the noise channel's periodic (or "looped") mode on or off.
-The N163 is a wavetable-based sound chip. You can pretty much run any RNG set to produce a string of 32 random values between 0 and 15, use that as your wave, play low frequency notes and you will get something similar to noise. There's no way to get it to play fast enough to get anything other than a high-pitched buzz at higher octaves though (short of cranking the engine speed to impractical values). In any event, this is nothing particularly outstanding or exciting.
-Expansion audio, as jfbillingsley rightly explained, is just a feature contained within certain mapper chips included in a relatively small selection of video games for the Famicom (not NES). Mappers, whose main purpose is to divide memory into banks and switch them according to what the program or game needs to "see", are not necessary in and of themselves for Famicom/NES games -- Super Mario Bros. managed just fine with just 32 kB of memory -- but they do contribute to enhancing the capabilities of software. Mappers sometimes came with extra features built in, and expansion audio is just one of these features (and very few mappers actually did come with extra sound channels). Not every game that used a mapper with expansion audio built into it actually made use of the extra channels (Tiny Toons Adventure uses the VRC7 but lacks the necessary hardware to play expansion audio, a plethora of games used the MMC5 but only a handful had enhanced soundtracks, very few Famicom Disk System use the add-on's built-in audio, and some copies of Gremlins 2 had a 5B in them despite having a basic 2A03 soundtrack). All VRC6 games used expansion audio though... All three of them. In any event, no Famicom or NES game (not counting FDS games) required any extra hardware to actually boot the game (though some games could only be played with the Zapper), and expansion audio is just something that came with select games from the Famicom library.
As a side note, the Famicom and NES differ in the way the 2A03 sends audio to the audio out port: the Famicom routes audio from the 2A03 through the cartridge (where it gets mixed into the cart's own audio if applicable), back out of the cartridge again and into the audio out port, whereas sound never makes it into the NES cart in the western counterpart. Whether this explains why Nintendo did not enable expansion audio on the NES or this results from them not doing so I am not sure, but whichever the case, this can only be part of the explanation. My best guess as far as why they didn't treat us westerners to enhanced soundtracks is that it would've been too costly to do so.
I hope this clears at least some things up.
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Yeah, noise samples are available to create, but it is really, really hard to pass that one. Mostly because of:
1. Overclocking limits
2. A lot, lot of experimenting.
The only things I know, is that it takes a lot of editing of instruments volume and instruments must have F-# set to make... ekhm... clear.... sound.
I found one example of noise notes, but engine speed is set to 2600Hz on that one.
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