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FamiTracker > General > FamiTracker Talk > VOLUME HELP/DPCM HELP Owner: heyfuyuki New post
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VOLUME HELP/DPCM HELP Posted: 2010-03-30 15:54 Reply | Quote
heyfuyuki



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#5112
everytime i make a new instrument and edit the volumes, it does the same thing to my other instruments. for example: i wanna make one instrument [u]short[/u], and the other one [u]slowly fade out[/u]. when i edit both of them to do that, they wind up being the same. make sense?

and also, can you tell me how DPCM works. i overall just dont get it.

thanks for your time and help

-john

Posted: 2010-03-31 03:05 Reply | Quote
TechEmporium

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Member for: 4485 days
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#5130
In the Instrument Editor window, you should see a heading called Sequence Select, with a small, vertical meter right next to it.

If the value is 0, then the instrument will use Volume pattern 0, Arpeggio pattern 0, etc.

So, when you create a new instrument, click on the effect's name (like Volume or Arpeggio) & change the number in that little meter; it will change it to use a different pattern.

So, you can use one instrument with Volume pattern 0 & the second instrument with Volume pattern 1 (or whatever number you set it to).

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Posted: 2010-03-31 04:44 Reply | Quote
tadpole

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Location: Renton, WA, USA
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#5131
Yep, TechEmporium is right. It sounds like you're using the same volume envelope for all your instruments.

DPCM - is for playing back audio samples. You import a wav file, and assign it to a note (like c3). Then every time you play that note, it will play that sample. You can adjust how fast the sample is played back. F = fastest, 0 = slowest.

Posted: 2010-04-12 21:47 Reply | Quote
Doommaster1994

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Location: Seattle, WA
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#5461
DPCM in a nutshell is digitized voices or clips used in an NES video game. They were featured in tons of games like Ghostbusters, Dirty Harry for voices and A Boy and His Blob, and lots of Sunsoft games for digitized drums and voices. The Sunsoft games use a FM synthesis sound in games like Super Spy Hunter.

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