i dig your playing man! my main CC would be that during the louder parts you might bring up the gameboy volume, either in post, or using M commands (or both), since the louder drum parts (around 1:20, and again at 2:05 for instance) make it harder to hear the lead. also, for the lead, maybe consider changing the duty cycle, maybe use a few extra P commands or E commands to add some extra variation to the sound, to enhance the flavors. keep up the good work!

https://www.facebook.com/Little-Sound-D … 401464208/

looks like kitsch still has them in stock, and rumor has it he will also get some 1.8 el cheapo SD carts soon

you're welcome! that tutorial basically taught me everything i know about the noise channel, so thank you!! big_smile

hey! i remember your last track, keep up the good work! your ideas are solid, i think it's just a matter of playing around some more and really getting the hang of working in LSDj. to that end, here are some tips. edit: my apologies for covering some of the same ground as the last post, but i hope this is helpful regardless.

the first thing i would suggest is messing around with some tables on your instruments. you can do things like adding little accents and such to the beginning of the notes. this tutorial by nick maynard aka little paw really taught me a good number of little tricks like that.

one way to get a thicker sound is to use the fine-tune on your pulse channels, even setting it to 1 should thicken the sound since some of the pulse notes are being duplicated in this track (changing fine tune on an instrument tunes one pulse down and the other one up, for a kind of chorus-like effect). likewise, you can also set your PU2 tune to an octave higher or lower so you're covering a wider range if a phrase is playing on both pulse channels at once. and don't hesitate to use V commands (throw one in a table for fun, especially VF4 for a really thick sound). anything at all, including P commands and L commands, to make the pitch more than just a static, straight pitch will sound more evocative and interesting.

the noise channel is capable of some pretty rad sounds and i always recommend checking out the excellent tutorial by Boy Meets Robot (i think i linked this in the last post).

speaking of low end, you've got a wav synth packed in there and it would be good to utilize that for some kicks. throw a PE0 command on the first table command and a K00 on the 6th table command and adjust the P speed as necessary. you can make some cool kicks using the triangle wave, or even the square wave (change the filter Q and cutoff to vary the intensity).

speaking of the wav synth, it's capable of all kinds of crazy sounds. the wav channel has the widest range of possibilities on the entire game boy including custom samples. go nuts with experimentation to come up with something wild. use F commands, use E commands, etc.... really the whole trick of working in LSDj is just to try to think outside the box as much as possible in all regards.

also, as far as i know it is pretty common practice to run the game boy through a mixer channel strip in order to beef up the bass with EQ. so don't be afraid to do a little post-processing either. don't be excessive, just use enough to enhance the sound.

watch those tutorial videos (even if you saw them, watch them again)!! i think you will really appreciate them, and learn A LOT. and let me know if you have any questions. hope this helps smile


(43 replies, posted in General Discussion)

how about post-monk, pitched-up gregorian chant with thelonious-inspired rhythmic displacement using tritones and "wrong" notes

unexpectedbowtie wrote:

It shouldn't make a difference. When I first started modding I removed all of the speakers in my early DMGs, and now I wish I hadn't, as they are actually pretty handy for quick monitoring/checking things are playing when troubleshooting etc. I'd leave them in.

by the way, this reminds me that it can be interesting/revealing to listen to your tunes this way. you might hear something new or different that you hadn't noticed because (if you're like me) you were mostly paying attention to the wav bass :V

@donotrunwithpixels @DBOYD heart heart heart big_smile

thanks to everyone including a bunch of artists that i shamefully forgot to mention!

anyone know what happened to Plain Flavoured? looks like soundcloud is empty sad

i wonder if this could be related to the spidering that sometimes happens when LOCA gets under the reflective tape and doesn't quite cure properly

how much does this pay?


(28 replies, posted in LittleGPTracker)

are these waves in various frequencies or are most of them at a specified frequency? since the waves change shape every cycle, it's not immediately apparent where the cycle restarts just by looking at the waveform. i don't use serum or LGPT but i am still interested in checking these out, any info is much appreciated!

edit: ok so far i've discovered that most of the serum wavetables are either 256, 512, 1024, or 2048 samples. dividing the sample rate by the number of samples per cycle would give you the frequency, e.g. 44100 / 256 = 172.265625 Hz (a slightly flat F3)


(5 replies, posted in Constructive Criticism)

it ends before it even begins! it's got a good start, now keep going!!! develop it into something really great smile


(8 replies, posted in Releases)

yessss so exciting!! heart beautiful tunes!

I suggested a feature request for DMG palette editing, but it doesn't look like it will happen

edit: http://github.com/urbster1/lsdfonts has been updated

I hear what you're saying, both palettes use the lightest and darkest shades already on DMG though so it would be tough to devise something else. what did you have in mind?

palette changes don't apply to DMG, only CGB/AGB/etc. you still only get 2 palettes on DMG, regular and inverted