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	<updated>2017-06-24T04:10:52Z</updated>
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			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/253142/#p253142"/>
			<content type="html"><![CDATA[<p>What&#039;s happening with this?</p>]]></content>
			<author>
				<name><![CDATA[ninjagaijin]]></name>
				<uri>https://chipmusic.org/ninjagaijin</uri>
			</author>
			<updated>2017-06-24T04:10:52Z</updated>
			<id>https://chipmusic.org/forums/post/253142/#p253142</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/247800/#p247800"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>djDarkX wrote:</cite><blockquote><p>Oh, I see what you mean about the features and I&#039;ll take a look at that rom when I get the chance.&nbsp; Also, I wish you good luck on getting that worked out!</p></blockquote></div><p>I should have posted the link to the most recent source code... <a href="http://www.morganleahrecords.com/augustus/blackheart/src/smconv.tar.xz" target="_blank">smconv</a>.</p><p>The pitchmod driver has ADSR support. It&#039;s kind of akward because you have to use two commands.</p><p>M7F - Use direct gain mode for the current channel [default]<br />M80-FF - Enable ADSR for current channel and set the attack and decay rate (%Adddaaaa)<br />Z00-FF - Set sustain rate and level for the current channel (%rrrlllll)</p><p>* Volume commands will be ignored<br />**M00-40 sets channel volume in all drivers per IT spec</p><p>There are some really basic examples in the example directory. Unfortunately, I don&#039;t have a Windows binary in the archive yet. Also, I should compile a list of some common ADSR settings.</p>]]></content>
			<author>
				<name><![CDATA[Augustus Blackheart]]></name>
				<uri>https://chipmusic.org/Augustus+Blackheart</uri>
			</author>
			<updated>2016-09-05T00:26:18Z</updated>
			<id>https://chipmusic.org/forums/post/247800/#p247800</id>
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		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/246765/#p246765"/>
			<content type="html"><![CDATA[<p>Oh, I see what you mean about the features and I&#039;ll take a look at that rom when I get the chance.&nbsp; Also, I wish you good luck on getting that worked out!</p>]]></content>
			<author>
				<name><![CDATA[djDarkX]]></name>
				<uri>https://chipmusic.org/djDarkX</uri>
			</author>
			<updated>2016-08-03T20:47:32Z</updated>
			<id>https://chipmusic.org/forums/post/246765/#p246765</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/246703/#p246703"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>djDarkX wrote:</cite><blockquote><p>Interesting.&nbsp; Also, I actually thought SNESMod, your version, had more features.&nbsp; Hahaa.</p></blockquote></div><p>I meant compared to the original version of SNESMod. Also, SNESMod doesn&#039;t have such features as Pattern Delay, Sample Offset, and Tremor...</p><p>When I have time I&#039;ll get back to working on reducing clicks and pops.&nbsp; Oh, and here&#039;s a&nbsp; <a href="http://www.morganleahrecords.com/augustus/blackheart/rom/adsr_test.sfc.xz" target="_blank">rom</a> from back when I was tesing SNESMod with ADSR.</p>]]></content>
			<author>
				<name><![CDATA[Augustus Blackheart]]></name>
				<uri>https://chipmusic.org/Augustus+Blackheart</uri>
			</author>
			<updated>2016-08-01T20:25:34Z</updated>
			<id>https://chipmusic.org/forums/post/246703/#p246703</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/246662/#p246662"/>
			<content type="html"><![CDATA[<p>Interesting.&nbsp; Also, I actually thought SNESMod, your version, had more features.&nbsp; Hahaa.</p><p>As for the gain issue, that may be it.&nbsp; I personally have no experienced any issues with clicks and pops in audio using XMSNES at all, but I also only worked with it using the reduced amplitude samples.&nbsp; I think that was the point I wanted to make when I made my last post, but I think I was kind of distracted, so my mind wasn&#039;t exactly clear.&nbsp; Still, glad you were able to interpret what I was getting at. lol</p><p>Still though, the song you linked, I didn&#039;t really hear any issues with it, so not sure why most music made with SNESMod has the clicks and pops in it while this one didn&#039;t.&nbsp; Guess it was the effects were used or how the samples were handled.&nbsp; Either way, good to know.</p><p>Glad SNESMod is still getting love.&nbsp; It was my first adventure into making SNES music. <img src="https://chipmusic.org/forums/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></content>
			<author>
				<name><![CDATA[djDarkX]]></name>
				<uri>https://chipmusic.org/djDarkX</uri>
			</author>
			<updated>2016-07-31T13:39:46Z</updated>
			<id>https://chipmusic.org/forums/post/246662/#p246662</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/246653/#p246653"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>djDarkX wrote:</cite><blockquote><p>I actually tried various samples and always had the clicks and pops with SNESMod.&nbsp; As I said, the sound of them was reduced when I made them have a lower amplitude, but they were still there.&nbsp; However, in XMSNES, with all the samples tested, nothing.&nbsp; And it sounds like the clicks and pops are there at the very start of the sample playback and during release or at the end of release.</p><p>Not sure what XMSNES does differently, but I found it odd because a quick glance at the source of both SNESMod and XMSNES suggested that they both use the same drivers.&nbsp; Mind you, again, quick glance.&nbsp; Could very well be wrong.</p></blockquote></div><p>Both drivers were written by Mukunda so I wouldn&#039;t be surprised, although XMSNES had more features implemented.</p><p>I went through some older songs I had and found some that had clicks and pops*. In one case the song had pops in both SNESMod and XMSNES until I lowered the amplitude. Then the pops were reduced slightly in SNESMod and completely gone in XMSNES.&nbsp; I changed the way gain is handled in SNESMod but wasn&#039;t able to reduce the clicks and pops very much. At least not yet. I haven&#039;t looked at how gain is being handled in XMSNES yet.</p><p>On the other hand, I have done plenty of songs with little to no crackles or pops such as this <a href="http://www.morganleahrecords.com/augustus/blackheart/audio/augustus%20blackheart%20-%20architectural%20disasters.mp3" target="_blank">song</a>.</p><p>*Certainly possible that all of the songs using SNESMod have such issues and some are more noticeable than others.</p>]]></content>
			<author>
				<name><![CDATA[Augustus Blackheart]]></name>
				<uri>https://chipmusic.org/Augustus+Blackheart</uri>
			</author>
			<updated>2016-07-30T21:58:23Z</updated>
			<id>https://chipmusic.org/forums/post/246653/#p246653</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/246644/#p246644"/>
			<content type="html"><![CDATA[<p>I actually tried various samples and always had the clicks and pops with SNESMod.&nbsp; As I said, the sound of them was reduced when I made them have a lower amplitude, but they were still there.&nbsp; However, in XMSNES, with all the samples tested, nothing.&nbsp; And it sounds like the clicks and pops are there at the very start of the sample playback and during release or at the end of release.</p><p>Not sure what XMSNES does differently, but I found it odd because a quick glance at the source of both SNESMod and XMSNES suggested that they both use the same drivers.&nbsp; Mind you, again, quick glance.&nbsp; Could very well be wrong.</p>]]></content>
			<author>
				<name><![CDATA[djDarkX]]></name>
				<uri>https://chipmusic.org/djDarkX</uri>
			</author>
			<updated>2016-07-30T15:52:54Z</updated>
			<id>https://chipmusic.org/forums/post/246644/#p246644</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/246615/#p246615"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>djDarkX wrote:</cite><blockquote><p>I ended up finding the updated version of SNESMOD on <a href="http://forums.nesdev.com/viewtopic.php?f=12&amp;t=13072" target="_blank">nesdev</a> being worked on by Augustus Blackheart and, I think, KungFuFurby (not so sure on his involvement), but the clicks and pops were still there.</p></blockquote></div><p>Do you have some examples of things you&#039;ve tried that click and pop in SNESMod but not in XMSNES?&nbsp; I&#039;ve had clicks and pops with certain samples* but when I replaced those specific samples the playback sounded fine.</p><p>*I haven&#039;t done much testing as to *why* this happens with certain samples.</p>]]></content>
			<author>
				<name><![CDATA[Augustus Blackheart]]></name>
				<uri>https://chipmusic.org/Augustus+Blackheart</uri>
			</author>
			<updated>2016-07-29T17:36:46Z</updated>
			<id>https://chipmusic.org/forums/post/246615/#p246615</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/245840/#p245840"/>
			<content type="html"><![CDATA[<p>It&#039;s a shame we don&#039;t have any updates from cTrix on the SNES Sequencer (I know him and Ferris are really busy), but I ended up finding the updated version of SNESMOD on <a href="http://forums.nesdev.com/viewtopic.php?f=12&amp;t=13072" target="_blank">nesdev</a> being worked on by Augustus Blackheart and, I think, KungFuFurby (not so sure on his involvement), but the clicks and pops were still there.&nbsp; I did find, however, an alternative solution.&nbsp; It takes a little bit more finagling and it does involve a little bit more work and access to a DAW and the <a href="http://picopicose.com/software.html" target="_blank">C700 VST</a>, but <a href="http://smethack.mydns.jp/?%A5%A2%A5%C3%A5%D7%A5%ED%A1%BC%A5%C0%2FXMSNES#h9b9c5ea" target="_blank">XMSNES</a> works pretty well.&nbsp; It still uses Direct Gain like SNESMOD, but there&#039;s not clicking and popping.&nbsp; The way to set up echo/FIR is by following the instructions in the text file provided, but it leaves out some crucial info.</p><p>00-7F =&gt; 0 ~ 127 (positive values)<br />80-FF =&gt; -128 ~ -1 (negative values)</p><p>The XMSNES manual shows that the coefficients in instrument names spaces is essentially this:</p><p>&gt;//7F00000000000000430</p><p>Broken down, it&#039;s:<br />&gt; (read)<br />// = Echo Vol L/R (check C700 VST to change these values properly)<br />7F00000000000000 = c0 ~ c7 (FIR filter values; check above)<br />4 = Echo Delay (in hex)<br />30 = Echo Feedback (in hex)</p><p>In order to get a good gauge on how the echo with FIR filter will sound with your music, you can test out values in C700 VST and then simply copy the value (it has a button for that at the very bottom of the GUI) and paste it into your music.&nbsp; Set your echo to enabled using E03 and E01 for the channels you want it turned on for.&nbsp; The great thing is that it supports dynamic echo channel switching off or on.&nbsp; The new SNESMOD does as well, so that&#039;s a great thing.&nbsp; Two of the major things XMSNES lacks that the new SNESMOD has is Pitch Modulation and Noise Generation as well as Global Volume for your music.&nbsp; It will always be a value of 7F (127) even if you set the volume via Gxx in your XM module.&nbsp; Best way to control volume is by playing with your instrument volumes and the actual sample amplitude.</p><p>I&#039;m personally waiting for SNESMOD to get ADSR envelopes and click/pop-less playback, but until then, I&#039;ll use XMSNES for the cleaner audio.&nbsp; Although, if you want better features, use the updated SNESMOD.&nbsp; Still highly recommended.</p><p>Note:<br />The XMSNES version I linked is older than the one found on Github, but it seems to be about the same in functionality, so I&#039;m just linking the one I&#039;m using that has great results.&nbsp; Also, if you&#039;re going to tweak a piece using XMSNES, be sure to delete the generated SPC before regenerating. Seems the program has an issue with replacing the file...I don&#039;t know why.&nbsp; I just use a BAT file to delete the SPC and then have the program recreate the SPC.</p>]]></content>
			<author>
				<name><![CDATA[djDarkX]]></name>
				<uri>https://chipmusic.org/djDarkX</uri>
			</author>
			<updated>2016-07-02T03:45:40Z</updated>
			<id>https://chipmusic.org/forums/post/245840/#p245840</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/241209/#p241209"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>Tao wrote:</cite><blockquote><div class="quotebox"><cite>infodrive wrote:</cite><blockquote><p>Onkgaku Tskuru Kanadeeru is a hilarious one that Snesei and I found randomly at a gamestore near us. It&#039;s worth checking out if you&#039;re into composing on scrolls. Limited sound bank, but it&#039;s waaaaaaay better than Mario Paint. </p><p><a href="http://en.m.wikipedia.org/wiki/Ongaku_Tsukūru:_Kanadeeru" target="_blank"> Ongaku Tskuru: Kanadeeru </a></p><p>It even has a mixer with pan, echo fx, and levels as well as muting and soloing. Pretty good for a cartridge designed to write your own music to export to an rpg they made.</p><p>Guess that&#039;s why I&#039;ve bought 2 copies of it.</p></blockquote></div><br /><p>This is what I have been looking for! Thanx for the tips! <img src="https://chipmusic.org/forums/img/smilies/smile.png" width="15" height="15" alt="smile" /></p></blockquote></div><p>I&#039;ve got a copy of it. It&#039;s interesting but perhaps a bit awkward to compose in.</p>]]></content>
			<author>
				<name><![CDATA[jefftheworld]]></name>
				<uri>https://chipmusic.org/jefftheworld</uri>
			</author>
			<updated>2016-03-08T23:12:13Z</updated>
			<id>https://chipmusic.org/forums/post/241209/#p241209</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/241206/#p241206"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>infodrive wrote:</cite><blockquote><p>Onkgaku Tskuru Kanadeeru is a hilarious one that Snesei and I found randomly at a gamestore near us. It&#039;s worth checking out if you&#039;re into composing on scrolls. Limited sound bank, but it&#039;s waaaaaaay better than Mario Paint. </p><p><a href="http://en.m.wikipedia.org/wiki/Ongaku_Tsukūru:_Kanadeeru" target="_blank"> Ongaku Tskuru: Kanadeeru </a></p><p>It even has a mixer with pan, echo fx, and levels as well as muting and soloing. Pretty good for a cartridge designed to write your own music to export to an rpg they made.</p><p>Guess that&#039;s why I&#039;ve bought 2 copies of it.</p></blockquote></div><br /><p>This is what I have been looking for! Thanx for the tips! <img src="https://chipmusic.org/forums/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></content>
			<author>
				<name><![CDATA[Tao]]></name>
				<uri>https://chipmusic.org/Tao</uri>
			</author>
			<updated>2016-03-08T22:23:53Z</updated>
			<id>https://chipmusic.org/forums/post/241206/#p241206</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/240712/#p240712"/>
			<content type="html"><![CDATA[<p>nice</p>]]></content>
			<author>
				<name><![CDATA[werose]]></name>
				<uri>https://chipmusic.org/werose</uri>
			</author>
			<updated>2016-02-26T08:55:55Z</updated>
			<id>https://chipmusic.org/forums/post/240712/#p240712</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/240560/#p240560"/>
			<content type="html"><![CDATA[<p>I really hope this comes out some day...</p>]]></content>
			<author>
				<name><![CDATA[The One Electronic]]></name>
				<uri>https://chipmusic.org/The+One+Electronic</uri>
			</author>
			<updated>2016-02-24T05:19:48Z</updated>
			<id>https://chipmusic.org/forums/post/240560/#p240560</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/229405/#p229405"/>
			<content type="html"><![CDATA[<p>anything new??</p>]]></content>
			<author>
				<name><![CDATA[Glitch_King]]></name>
				<uri>https://chipmusic.org/Glitch_King</uri>
			</author>
			<updated>2015-04-27T19:26:18Z</updated>
			<id>https://chipmusic.org/forums/post/229405/#p229405</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: ..]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/222974/#p222974"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>cTrix wrote:</cite><blockquote><p>An interesting experiment...</p></blockquote></div><p>This is seriously some fantastic work you&#039;re doing.</p>]]></content>
			<author>
				<name><![CDATA[MicroD]]></name>
				<uri>https://chipmusic.org/MicroD</uri>
			</author>
			<updated>2014-12-17T17:29:30Z</updated>
			<id>https://chipmusic.org/forums/post/222974/#p222974</id>
		</entry>
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