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			<title>How to make chorusing</title>
			<link>http://famitracker.com/wiki/index.php?title=How_to_make_chorusing</link>
			<description>&lt;p&gt;Bedelato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chorusing effect''' can be created with any two channels with a pitch. Chorusing is used in some game music especially in Mega Man series.&lt;br /&gt;
&lt;br /&gt;
== Simultaneous chorusing ==&lt;br /&gt;
&lt;br /&gt;
Simultaneous chorus effect can be created with the [[Effect Pxx|fine pitch effect (Pxx)]]. In order to keep the percieved pitch at the same level, you should use the effect on both channels, and balance the numbers (the argument is a signed 8-bit integer, so the range is -128 to 127). However, the &amp;quot;zero&amp;quot; (that is, the default) pitch is 0x80, not 0x00 like in many interpretations of signed integers.&lt;br /&gt;
&lt;br /&gt;
Example: Square 1 has a pitch effect of 0x82, square 2 should have the same notes with an effect of 0x7E.&lt;br /&gt;
&lt;br /&gt;
It's important that you pick a deviation less than 4 -- anything higher than that creates dissonance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Square 1     | Square 2&lt;br /&gt;
===========================&lt;br /&gt;
C-4 00 F P82 | C-4 00 F P7E&lt;br /&gt;
--- -- - --- | --- -- - ---&lt;br /&gt;
D-4 00 - --- | D-4 00 - ---&lt;br /&gt;
--- -- - --- | --- -- - ---&lt;br /&gt;
E-4 00 - --- | E-4 00 - ---&lt;br /&gt;
--- -- - --- | --- -- - ---&lt;br /&gt;
F-4 00 - --- | F-4 00 - ---&lt;br /&gt;
--- -- - --- | --- -- - ---&lt;br /&gt;
G-4 00 - --- | G-4 00 - ---&lt;br /&gt;
F-4 00 - --- | F-4 00 - ---&lt;br /&gt;
E-4 00 - --- | E-4 00 - ---&lt;br /&gt;
D-4 00 - --- | D-4 00 - ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Delayed chorusing ==&lt;br /&gt;
&lt;br /&gt;
[[Category:How to]]&lt;/div&gt;</description>
			<pubDate>Thu, 03 Jun 2010 13:33:57 GMT</pubDate>			<dc:creator>Bedelato</dc:creator>			<comments>http://famitracker.com/wiki/index.php?title=Talk:How_to_make_chorusing</comments>		</item>
		<item>
			<title>How to make chorusing</title>
			<link>http://famitracker.com/wiki/index.php?title=How_to_make_chorusing</link>
			<description>&lt;p&gt;Bedelato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chorusing effect''' can be created with any two channels with a pitch. Chorusing is used in some game music especially in Mega Man series.&lt;br /&gt;
&lt;br /&gt;
== Simultaneous chorusing ==&lt;br /&gt;
&lt;br /&gt;
Simultaneous chorus effect can be created with the [[Effect Pxx|fine pitch effect (Pxx)]]. In order to keep the percieved pitch at the same level, you should use the effect on both channels, and balance the numbers (the argument is a signed 8-bit integer, so the range is -128 to 127). However, the &amp;quot;zero&amp;quot; (that is, the default) pitch is 0x80, not 0x00 like in many interpretations of signed integers.&lt;br /&gt;
&lt;br /&gt;
Example: Square 1 has a pitch effect of 0x82, square 2 should have the same notes with an effect of 0x7E.&lt;br /&gt;
&lt;br /&gt;
It's important that you pick a deviation less than 4 -- anything higher than that creates dissonance.&lt;br /&gt;
&lt;br /&gt;
== Delayed chorusing ==&lt;br /&gt;
&lt;br /&gt;
[[Category:How to]]&lt;/div&gt;</description>
			<pubDate>Thu, 03 Jun 2010 13:28:42 GMT</pubDate>			<dc:creator>Bedelato</dc:creator>			<comments>http://famitracker.com/wiki/index.php?title=Talk:How_to_make_chorusing</comments>		</item>
		<item>
			<title>How to make chorusing</title>
			<link>http://famitracker.com/wiki/index.php?title=How_to_make_chorusing</link>
			<description>&lt;p&gt;Bedelato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chorusing effect''' can be created with any two channels with a pitch. Chorusing is used in some game music especially in Mega Man series.&lt;br /&gt;
&lt;br /&gt;
== Simultaneous chorusing ==&lt;br /&gt;
&lt;br /&gt;
Simultaneous chorus effect can be created with the fine pitch effect (Pxx). In order to keep the percieved pitch at the same level, you should use the effect on both channels, and balance the numbers (the argument is a signed 8-bit integer, so the range is -128 to 127). Example: Square 1 has a pitch effect of 0x02, square 2 should have the same notes with an effect of 0xFE.&lt;br /&gt;
&lt;br /&gt;
It's important that you pick a deviation less than 4 -- anything higher than that creates dissonance.&lt;br /&gt;
&lt;br /&gt;
== Delayed chorusing ==&lt;br /&gt;
&lt;br /&gt;
[[Category:How to]]&lt;/div&gt;</description>
			<pubDate>Thu, 03 Jun 2010 13:25:11 GMT</pubDate>			<dc:creator>Bedelato</dc:creator>			<comments>http://famitracker.com/wiki/index.php?title=Talk:How_to_make_chorusing</comments>		</item>
		<item>
			<title>How to make chorusing</title>
			<link>http://famitracker.com/wiki/index.php?title=How_to_make_chorusing</link>
			<description>&lt;p&gt;Bedelato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chorusing effect''' can be created with any two channels with a pitch. Chorusing is used in some game music especially in Mega Man series.&lt;br /&gt;
&lt;br /&gt;
== Simultaneous chorusing ==&lt;br /&gt;
&lt;br /&gt;
Simultaneous chorus effect can be created with the fine pitch effect (Pxx). In order to keep the percieved pitch at the same level, you should use the effect on both channels, and balance the numbers (the argument is a signed 8-bit integer, so the range is -128 to 127). Example: Square 1 has a pitch effect of 0x02, square 2 should have the same notes with an effect of 0xFE.&lt;br /&gt;
&lt;br /&gt;
== Delayed chorusing ==&lt;br /&gt;
&lt;br /&gt;
[[Category:How to]]&lt;/div&gt;</description>
			<pubDate>Thu, 03 Jun 2010 13:23:19 GMT</pubDate>			<dc:creator>Bedelato</dc:creator>			<comments>http://famitracker.com/wiki/index.php?title=Talk:How_to_make_chorusing</comments>		</item>
		<item>
			<title>How to make drums</title>
			<link>http://famitracker.com/wiki/index.php?title=How_to_make_drums</link>
			<description>&lt;p&gt;Bedelato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are few ways how to make '''drums''' on [[2A03]]. All of them were used in original games music.&lt;br /&gt;
&lt;br /&gt;
== Noise-only drums ==&lt;br /&gt;
This method is use noise channel only. Different drums are use different volume envelopes and noise periods. Usually volume envelope is a fade-off with different duration. Low noise periods are suitable for kick drums, middle for snares and high for hats and cymbals. Although sound of those drums isn't very resembles the real drums, it's possible to make good percussion part using it properly.&lt;br /&gt;
&lt;br /&gt;
Noise-only drums were used mostly in older japanese games. Best examples are music of Iku Mizutani (Shatterhand, Kage) and Ukkari Yamanishi (Dragon Fighter). Capcom composers used mostly noise-only drums, sometimes also with tone channels for toms. Some western composers also used noise-only drums (Rare games), though most of them used noise and tone drums.&lt;br /&gt;
&lt;br /&gt;
== Noise and tone drums ==&lt;br /&gt;
This method is use tone channels, usually triangle, in combination with the noise channel. It was used mostly by western composers. Tone samples have fast pitch slide down to imitate musical part of drums sound spectrum. Kick drums pitch slide starts from low notes with no noise. Snare drums pitch starts from slightly higher notes and has longer duration, they also uses noise (balance of volume and noise period affects to type of the snare sound). Toms are use even more higher pitch and longer duration with no noise, they are sometimes use square channels instead of the triangle.&lt;br /&gt;
&lt;br /&gt;
In FamiTracker, pitch down for the tone drums can be made using effect [[2xx]], or pitch sequence of the instrument, or arpeggio sequence (if pitch sequence resolution is not enough).&lt;br /&gt;
&lt;br /&gt;
To share channels between music (bass part, for example) and drums, drum instruments must be short, and normal pitch must be restored shortly after the drum instrument.&lt;br /&gt;
&lt;br /&gt;
This method was also used in Sunsoft games which used [[sampled bass]] trick (Jorney to Silius, Gremlins, and others).&lt;br /&gt;
&lt;br /&gt;
== DPCM drums ==&lt;br /&gt;
DPCM drums are simplest way to make drums with realistic sound. It use the DPCM channel to play digital samples of drums. DPCM channel allows only low quality samples, but it enough for the drums. DPCM drums are usually combined with the hat and cymbals on noise channel. This method was used mostly in later japanese games. Examples are most of Konami and Tecmo games.&lt;br /&gt;
&lt;br /&gt;
Because DPCM channel affects to volume of the noise and triangle channels, DPCM samples must be as short as possible, without long fade-outs.&lt;br /&gt;
&lt;br /&gt;
== Example files ==&lt;br /&gt;
{{FTM|example_noise_only_drums.ftm|Noise-only drums}}&lt;br /&gt;
{{FTM|example_noise_and_tone_drums.ftm|Noise and tone drums}} — using [[2xx]] effect&lt;br /&gt;
{{FTM|example_dpcm_drums.ftm|DPCM drums}}&lt;br /&gt;
{{FTM|example_drums_allinone.ftm|All three of them combined}}&lt;br /&gt;
[[Category:How to]]&lt;/div&gt;</description>
			<pubDate>Sun, 08 Nov 2009 21:14:23 GMT</pubDate>			<dc:creator>Bedelato</dc:creator>			<comments>http://famitracker.com/wiki/index.php?title=Talk:How_to_make_drums</comments>		</item>
		<item>
			<title>File:Example drums allinone.ftm</title>
			<link>http://famitracker.com/wiki/index.php?title=File:Example_drums_allinone.ftm</link>
			<description>&lt;p&gt;Bedelato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Sun, 08 Nov 2009 20:53:08 GMT</pubDate>			<dc:creator>Bedelato</dc:creator>			<comments>http://famitracker.com/wiki/index.php?title=File_talk:Example_drums_allinone.ftm</comments>		</item>
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