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	<title type="html"><![CDATA[ChipMusic.org - Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
	<link rel="self" href="https://chipmusic.org:80/forums/feed/atom/topic/13699/"/>
	<updated>2014-04-07T14:20:55Z</updated>
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	<id>https://chipmusic.org/forums/topic/13699/best-software-tracker-plugin-or-otherwise-for-gba/</id>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/205489/#p205489"/>
			<content type="html"><![CDATA[<p>Just wait to see what we have in store <img src="https://chipmusic.org/forums/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></content>
			<author>
				<name><![CDATA[plgDavid]]></name>
				<uri>https://chipmusic.org/plgDavid</uri>
			</author>
			<updated>2014-04-07T14:20:55Z</updated>
			<id>https://chipmusic.org/forums/post/205489/#p205489</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203935/#p203935"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>HaydenDavenport wrote:</cite><blockquote><p>I&#039;m still not satisfied with Chipcrusher unfortunately. I&#039;ve been mostly using DMG-01 and GBA_clam with the bits set to 16 and the resample rate pretty high. I&#039;ve turned off the noise. The result is ok, but it still doesn&#039;t make high quality sounds sound like something you&#039;d hear on a SNES. Even when I put the high quality sound through a sampler to remove the realism that Kontakt adds through round robin techniques and stuff.</p><p>And sandneil, I attempt to do what you were talking about in audacity but for some reason the wav file became unusable (at least in c700) after I lowered the bit rate. Any clue why that might be happening?</p><p>Any other ideas? I wish it was possible to access the exact thing that the game makers were running samples through because I can&#039;t seem to find anything that&#039;s as accurate as I&#039;m looking for. :c</p></blockquote></div><p>maybe c700 only supports 16 bit samples or whatever. you can always load them back into audacity and convert them back to 16bit/44.1khz - the quality reduction is not reversible.</p><p>part of the SNES&#039;s distinct sound is not the quality of the samples but the size of them - it only had a few hundred kilobytes of memory. running a 10 megabyte kontakt patch through chipcrusher is arguably going to be further from the mark than using 100 kilobytes worth of high quality samples. a lot of the sound of the SNES comes from looped samples as well. of course its hard to really count the size of the samples you&#039;re using in a DAW, its way easier to do in a tracker.</p><p> try making a 100kB s3m file or something and you&#039;ll probably find that it sounds pretty retro! of course you can do the same thing in a DAW but i think youll find it harder</p>]]></content>
			<author>
				<name><![CDATA[sandneil]]></name>
				<uri>https://chipmusic.org/sandneil</uri>
			</author>
			<updated>2014-03-21T11:13:39Z</updated>
			<id>https://chipmusic.org/forums/post/203935/#p203935</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203925/#p203925"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>atomsmasha wrote:</cite><blockquote><p>running the samples through chipcrusher at 16bit w/ a high sample rate will sound about as rough as the Red Book audio standard...</p></blockquote></div><p>It didn&#039;t make sense to me either but it sounds way better than 8 bit/low sample rate. If you set the bit rate or sample rate to low numbers, the sound becomes unbearably screechy and resembles nothing that I have heard on a SNES. But if I heard the 16bit sample coming from any audio book I would demand for my money back, lol.</p><div class="quotebox"><cite>SketchMan3 wrote:</cite><blockquote><p>Maybe if you program an Impulse Tracker module with each sample you want to use played one by one individually, then use it2spc (converts Impulse Tracker modules to an SNES format) and then re-rip those samples from an emulator?</p></blockquote></div><p>I appreciate the advice but I have no idea what this stuff means! XD</p>]]></content>
			<author>
				<name><![CDATA[HaydenDavenport]]></name>
				<uri>https://chipmusic.org/HaydenDavenport</uri>
			</author>
			<updated>2014-03-21T04:18:49Z</updated>
			<id>https://chipmusic.org/forums/post/203925/#p203925</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203919/#p203919"/>
			<content type="html"><![CDATA[<p>running the samples through chipcrusher at 16bit w/ a high sample rate will sound about as rough as the Red Book audio standard...</p>]]></content>
			<author>
				<name><![CDATA[atomsmasha]]></name>
				<uri>https://chipmusic.org/atomsmasha</uri>
			</author>
			<updated>2014-03-21T03:00:53Z</updated>
			<id>https://chipmusic.org/forums/post/203919/#p203919</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203917/#p203917"/>
			<content type="html"><![CDATA[<p>Maybe if you program an Impulse Tracker module with each sample you want to use played one by one individually, then use it2spc (converts Impulse Tracker modules to an SNES format) and then re-rip those samples from an emulator?</p><p>Also don&#039;t forget dat REVERB~~~</p><p>SNES had 8 channels, btw.</p>]]></content>
			<author>
				<name><![CDATA[SketchMan3]]></name>
				<uri>https://chipmusic.org/SketchMan3</uri>
			</author>
			<updated>2014-03-21T02:38:55Z</updated>
			<id>https://chipmusic.org/forums/post/203917/#p203917</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203915/#p203915"/>
			<content type="html"><![CDATA[<p>I&#039;m still not satisfied with Chipcrusher unfortunately. I&#039;ve been mostly using DMG-01 and GBA_clam with the bits set to 16 and the resample rate pretty high. I&#039;ve turned off the noise. The result is ok, but it still doesn&#039;t make high quality sounds sound like something you&#039;d hear on a SNES. Even when I put the high quality sound through a sampler to remove the realism that Kontakt adds through round robin techniques and stuff.</p><p>And sandneil, I attempt to do what you were talking about in audacity but for some reason the wav file became unusable (at least in c700) after I lowered the bit rate. Any clue why that might be happening?</p><p>Any other ideas? I wish it was possible to access the exact thing that the game makers were running samples through because I can&#039;t seem to find anything that&#039;s as accurate as I&#039;m looking for. :c</p>]]></content>
			<author>
				<name><![CDATA[HaydenDavenport]]></name>
				<uri>https://chipmusic.org/HaydenDavenport</uri>
			</author>
			<updated>2014-03-21T01:41:33Z</updated>
			<id>https://chipmusic.org/forums/post/203915/#p203915</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203843/#p203843"/>
			<content type="html"><![CDATA[<p>Ok, thank you sleepytimejes! <img src="https://chipmusic.org/forums/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></content>
			<author>
				<name><![CDATA[HaydenDavenport]]></name>
				<uri>https://chipmusic.org/HaydenDavenport</uri>
			</author>
			<updated>2014-03-20T00:37:51Z</updated>
			<id>https://chipmusic.org/forums/post/203843/#p203843</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203832/#p203832"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>HaydenDavenport wrote:</cite><blockquote><p>Reusing sounds from a game would be illegal wouldn&#039;t it? Or were these all just sounds from the chip?</p></blockquote></div><p>I use a lot of SNES sounds in my music/game soundtracks and I&#039;ve come to this conclusion:</p><p>I don&#039;t think these sounds are Nintendo proprietary, and so the only issue I can see them having is with the cracking of their ROM&#039;s to extract the sounds. And this is something I don&#039;t think you would be accused of if you just found the soundfont online and happened to like it. A lot of the sounds you hear in SNES games are generic synth patches which have been reduced in quality to fit on their games, I believe. Anyway as someone who has used and built many SNES soundfonts publicly for years (my music using these sounds has been featured by the likes of Kotaku and Destructoid, I can&#039;t really imagine me going much more public than that), I wouldn&#039;t worry.</p>]]></content>
			<author>
				<name><![CDATA[sleepytimejesse]]></name>
				<uri>https://chipmusic.org/sleepytimejesse</uri>
			</author>
			<updated>2014-03-19T21:47:34Z</updated>
			<id>https://chipmusic.org/forums/post/203832/#p203832</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203807/#p203807"/>
			<content type="html"><![CDATA[<p>soundfonts are just a bundle of samples put together so you can play them as an instrument/set of instruments. they have nothing to do with snes or low quality or &quot;low bit&quot; music. in their heyday they were really regarded as being pretty high quality</p><p>if you just want to trash some samples &quot;offline&quot;, any audio editor will do. resampling to 8khz or so will sound pretty crap already and if you want to go further you can try converting to some dpcm format or reducing the bit depth (16 bit to 8 bit)</p><p>original:<br /><a href="https://dl.dropboxusercontent.com/u/140773656/example/yo_skrill_drop_it_hard_original.wav" target="_blank">https://dl.dropboxusercontent.com/u/140 &#133; iginal.wav</a><br /><a href="https://dl.dropboxusercontent.com/u/140773656/example/cant_get_you_off_my_mind_original.wav" target="_blank">https://dl.dropboxusercontent.com/u/140 &#133; iginal.wav</a></p><p>8khz:<br /><a href="https://dl.dropboxusercontent.com/u/140773656/example/yo_skrill_drop_it_hard_8khz.wav" target="_blank">https://dl.dropboxusercontent.com/u/140 &#133; d_8khz.wav</a><br /><a href="https://dl.dropboxusercontent.com/u/140773656/example/cant_get_you_off_my_mind_8khz.wav" target="_blank">https://dl.dropboxusercontent.com/u/140 &#133; d_8khz.wav</a></p><p>4bit 8khz ima adpcm:<br /><a href="https://dl.dropboxusercontent.com/u/140773656/example/yo_skrill_drop_it_hard_ima_adpcm_8khz_4bit_32kbps_mono.wav" target="_blank">https://dl.dropboxusercontent.com/u/140 &#133; s_mono.wav</a><br /><a href="https://dl.dropboxusercontent.com/u/140773656/example/cant_get_you_off_my_mind_ima_adpcm_8khz_4bit_32kbps_mono.wav" target="_blank">https://dl.dropboxusercontent.com/u/140 &#133; s_mono.wav</a></p><p>i use goldwave which is cool and easy and has a batch convertor so you could do all your samples in one go, it costs money though, for free you could probably do the exact same stuff in audacity, or if you are technically minded use sox</p><p>the other thing that often sounds crap is to disable any form of interpolation but if youre using a DAW that option is quite often not available. maybe best to stick with that c700 vsts if youre not using a tracker</p>]]></content>
			<author>
				<name><![CDATA[sandneil]]></name>
				<uri>https://chipmusic.org/sandneil</uri>
			</author>
			<updated>2014-03-19T10:59:11Z</updated>
			<id>https://chipmusic.org/forums/post/203807/#p203807</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203803/#p203803"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>Aly James wrote:</cite><blockquote><p>SNES ?, THIS! &gt;&gt; SPC700 Vsti</p></blockquote></div><p>THIS IS AWESOME!!!</p><p>However... <strong><span style="color: #00bffd">Reusing sounds from a game would be illegal wouldn&#039;t it? Or were these all just sounds from the chip?</span></strong> (This answer to this question is really important to me so if anyone can answer it, please help me out! <img src="https://chipmusic.org/forums/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" />)</p><p>Also, after using chipcrusher I see what people were talking about. Still though, I&#039;m not 100% satisfied with it. Back in the SNES days, what software were the devs using to sample audio?</p><p>Is there a way I can use this C700 plug-in to load in a wav and then compress and crush it like the samples were compressed back then? What I mean to say is that I would rather not run this software through an effects processor like chipcrusher. Instead it seems like it would be better (and easier) to just load a sample into piece of software and have that software attempt to create an instrument based on one audio sample.</p><p>EDIT: Maybe soundfonts are what I am looking for? <strong><span style="color: #00bffd">At this point I just want the ability to create dated sounding samples out of high quality sound recordings. </span></strong>If this is the route I need to take I&#039;ll be using this software:<br /><a href="http://www.kvraudio.com/product/tx16wx-software-sampler-by-cwitec" target="_blank">http://www.kvraudio.com/product/tx16wx- &#133; -by-cwitec</a></p><p>I&#039;ll check it out tomorrow... Time for bed for now. If anyone knows anything about soundfonts, please let me know! <img src="https://chipmusic.org/forums/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></content>
			<author>
				<name><![CDATA[HaydenDavenport]]></name>
				<uri>https://chipmusic.org/HaydenDavenport</uri>
			</author>
			<updated>2014-03-19T08:56:14Z</updated>
			<id>https://chipmusic.org/forums/post/203803/#p203803</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203795/#p203795"/>
			<content type="html"><![CDATA[<p>Convert samples to 16bit 22.050kHz PCM or lower, maybe. Load them into milkytracker and set the sample quality to 8bit. <img src="https://chipmusic.org/forums/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Or grab some samples from this little gem: <a href="http://www.bluemoon.ee/history/scwin/" target="_blank">http://www.bluemoon.ee/history/scwin/</a> (Piano roll sample-based module sequencer). If you Insert Voice then write a note and export the song as wav the quality is better than if you export the Instrument as wav from the &quot;View&gt;Instruments&quot; screen.</p><div class="quotebox"><blockquote><p>Boy Scout is a PC-based tracker for writing GBA songs. I have not figured it out yet, so I cannot really comment on the ease of use, etc</p></blockquote></div><p>It only uses the DMG Legacy channels, so not what OP is looking for.</p>]]></content>
			<author>
				<name><![CDATA[SketchMan3]]></name>
				<uri>https://chipmusic.org/SketchMan3</uri>
			</author>
			<updated>2014-03-19T03:32:06Z</updated>
			<id>https://chipmusic.org/forums/post/203795/#p203795</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203793/#p203793"/>
			<content type="html"><![CDATA[<div class="quotebox"><cite>HaydenDavenport wrote:</cite><blockquote><p>But no one has said much about SNES or N64 stuff... Is there anything related to that available?</p></blockquote></div><p>SNES ?, THIS! &gt;&gt; SPC700 Vsti <br />ALL IN ONE,<br />An accurate Japanese freebie called C700<br />WIN/MAC Vsti<br />Accurate BRR encoding / decoding<br />Accurate LOOP point setting...<br />FIR filter delay emulation<br />LOADS samples from SPC files or encode / play your own...etc<br />Really cool and accurate SNES sound chip emu!</p><p>MUST HAVE,GRAB IT !<br /><a href="http://picopicose.com/software.html" target="_blank">http://picopicose.com/software.html</a><br />SPC archive &gt;&gt; <a href="http://snesmusic.org/v2/select.php?view=sets&amp;char=A&amp;limit=0" target="_blank">http://snesmusic.org/v2/select.php?view &#133; mp;limit=0</a></p><p>On the other hand If you need something more raw and crunchy like playing samples on the volume register of a PSG chip ( particular 4bit logarithmic scale)<br />or even raw 1bit PWM, my SuperPSG VST (win) can do that.<br />If you need to make some crazy sounds there is also an YM / AY (Atari ST) emulated hardware envelope you can mess with!<br />It is like having the Sega Master System Chip with the Atari ST MusicMon features...(, SID voice, Buzzers, Sync effect etc...) even wavetables are possible!<br />The concept was to reproduce perfectly the Master System Chip and push the limit of what have been done in the past with it.<br />Every parameters are also automatable in your DAW of choice in real time.<br />Needless to say that all of this has been tested on real hardware and works.<br />Chip for cheap <img src="https://chipmusic.org/forums/img/smilies/wink.png" width="15" height="15" alt="wink" /><br />check for SuperPSG (all the infos you may want are in the manual) &gt;&gt; <a href="http://www.alyjameslab.com" target="_blank">http://www.alyjameslab.com</a><br />thread here &gt;&gt; <a href="http://chipmusic.org/forums/topic/12578/master-system-vst-super-psg-sn76489-ay38910-eg-extended/" target="_blank">http://chipmusic.org/forums/topic/12578 &#133; -extended/</a><br />Still, I need to find the time to make more demos of the special features!</p>]]></content>
			<author>
				<name><![CDATA[Aly James]]></name>
				<uri>https://chipmusic.org/Aly+James</uri>
			</author>
			<updated>2014-03-19T03:04:15Z</updated>
			<id>https://chipmusic.org/forums/post/203793/#p203793</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203782/#p203782"/>
			<content type="html"><![CDATA[<p>All of that stuff is mostly sample based, so any mod tracker or soundfont type instrument will get you in the ballpark. If you list a specific tune you want to sound like it would probably help us narrow down your direction.</p>]]></content>
			<author>
				<name><![CDATA[herr_prof]]></name>
				<uri>https://chipmusic.org/herr_prof</uri>
			</author>
			<updated>2014-03-18T22:23:03Z</updated>
			<id>https://chipmusic.org/forums/post/203782/#p203782</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203781/#p203781"/>
			<content type="html"><![CDATA[<p>Ok, everyone seems to think chipcrusher is the way to go... Would anyone be able to give me settings to make a high quality sample sound like it was sampled through a GBA? (Without sounding like it is coming through GBA speakers)</p><p>From there I&#039;ll probably just write down the settings and bounce my audio track every time I complete something (which will be really annoying) because of the 5 minute demo.</p><p>But no one has said much about SNES or N64 stuff... Is there anything related to that available?</p>]]></content>
			<author>
				<name><![CDATA[HaydenDavenport]]></name>
				<uri>https://chipmusic.org/HaydenDavenport</uri>
			</author>
			<updated>2014-03-18T21:54:30Z</updated>
			<id>https://chipmusic.org/forums/post/203781/#p203781</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Best Software (Tracker, Plugin, or otherwise) for GBA+]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/203771/#p203771"/>
			<content type="html"><![CDATA[<p>Korg Microsampler. Check out how low it will crush the samples. Also you can find them in the $200 range pretty awsome portable daw.</p>]]></content>
			<author>
				<name><![CDATA[pnuema]]></name>
				<uri>https://chipmusic.org/pnuema</uri>
			</author>
			<updated>2014-03-18T20:26:16Z</updated>
			<id>https://chipmusic.org/forums/post/203771/#p203771</id>
		</entry>
</feed>
