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	<title type="html"><![CDATA[ChipMusic.org - Good way to make a piano sound with MML for NES ?]]></title>
	<link rel="self" href="https://chipmusic.org:80/forums/feed/atom/topic/9046/"/>
	<updated>2012-11-26T14:22:26Z</updated>
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	<id>https://chipmusic.org/forums/topic/9046/good-way-to-make-a-piano-sound-with-mml-for-nes/</id>
		<entry>
			<title type="html"><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/143924/#p143924"/>
			<content type="html"><![CDATA[<p>the &quot;pwm&quot; you can do on a NES sounds really bad</p><p>i wouldn&#039;t rely on that for anything apart from techno space-modem sounds</p>]]></content>
			<author>
				<name><![CDATA[ant1]]></name>
				<uri>https://chipmusic.org/ant1</uri>
			</author>
			<updated>2012-11-26T14:22:26Z</updated>
			<id>https://chipmusic.org/forums/post/143924/#p143924</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/143841/#p143841"/>
			<content type="html"><![CDATA[<p>Just make a simple ping, followed by a sudden drop in volume with a slow decay.</p>]]></content>
			<author>
				<name><![CDATA[SketchMan3]]></name>
				<uri>https://chipmusic.org/SketchMan3</uri>
			</author>
			<updated>2012-11-26T00:25:57Z</updated>
			<id>https://chipmusic.org/forums/post/143841/#p143841</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/143823/#p143823"/>
			<content type="html"><![CDATA[<p>&quot;NES has thin, thick and fat. those are your shapes.&quot;</p><p>Yes and no.</p><p>You can mix the pulse waves together for more dynamic sounds.</p><p>&quot; The versatility of this technique is not to be underestimated; it is<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; integral to many fuller-sounding NES soundtracks. It enables the<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; composer to choose from a wide range of instrument sounds far beyond<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; the simple ping of the pulse wave&#039;s four duty ratios.&quot;</p><br /><p>Here&#039;s the full quote from this document:&nbsp; <a href="http://nesdev.com/mckc-e.txt" target="_blank">http://nesdev.com/mckc-e.txt</a><br />&quot;<br />Timbre Macro<br />&nbsp; &nbsp; &nbsp;@[num] = { - | - }<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Accepting values between 0 ~ 127 for [num] and 0 ~ 15 within the { }<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; brackets, this macro will change the duty ratio (timbre) of the sound<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; while playing, as follows:</p><p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;0... 12.5% (thin, raspy pulse wave)<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1... 25.0% (smooth, thickly timbral pulse wave)<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;2... 50.0% (clear, thin bell-like square wave)<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;3... 75.0% (identical to 25%, but phase-inverted)</p><p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Multiple values are separated by spaces or commas.</p><p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; The first value defines the initial timbre, and the last number the<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; final timbre, to be held until the note is stopped. In between,<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; however, the timbre will &quot;sweep&quot; through each value, advancing once<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; each frame, until it reaches the end. In this manner, you can give<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; each note an &quot;attack&quot; that will make it rapidly change from one timbre<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; to another when the sound starts.</p><p>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; The versatility of this technique is not to be underestimated; it is<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; integral to many fuller-sounding NES soundtracks. It enables the<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; composer to choose from a wide range of instrument sounds far beyond<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; the simple ping of the pulse wave&#039;s four duty ratios.</p>]]></content>
			<author>
				<name><![CDATA[paulc]]></name>
				<uri>https://chipmusic.org/paulc</uri>
			</author>
			<updated>2012-11-25T21:55:59Z</updated>
			<id>https://chipmusic.org/forums/post/143823/#p143823</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/140889/#p140889"/>
			<content type="html"><![CDATA[<p>I think going for the attack/decay (volumewise) will probably do more to define &quot;piano&quot; sound than messing with pulse widths.</p>]]></content>
			<author>
				<name><![CDATA[chunter]]></name>
				<uri>https://chipmusic.org/chunter</uri>
			</author>
			<updated>2012-11-07T02:42:10Z</updated>
			<id>https://chipmusic.org/forums/post/140889/#p140889</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/140887/#p140887"/>
			<content type="html"><![CDATA[<p>NES has thin, thick and fat. those are your shapes.<br />you can try modulating between duty cycles reaaaaally fast in lieu of FM synthesis - have a look at some of neil baldwin&#039;s work for ideas (i don&#039;t know if it&#039;s open source though)</p>]]></content>
			<author>
				<name><![CDATA[Victory Road]]></name>
				<uri>https://chipmusic.org/Victory+Road</uri>
			</author>
			<updated>2012-11-07T02:29:33Z</updated>
			<id>https://chipmusic.org/forums/post/140887/#p140887</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/140885/#p140885"/>
			<content type="html"><![CDATA[<p>Would researching the shape of different instrument wave shapes help, you think?</p>]]></content>
			<author>
				<name><![CDATA[paulc]]></name>
				<uri>https://chipmusic.org/paulc</uri>
			</author>
			<updated>2012-11-07T02:13:48Z</updated>
			<id>https://chipmusic.org/forums/post/140885/#p140885</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/140875/#p140875"/>
			<content type="html"><![CDATA[<p>well you are mostly working with square waves. maybe do a curved volume slope down and then to try to adjust the duty cycle to have a quick jump from 12% to 25% and sustain at 50%. its never going to sound like a piano but it might kinda emulate the sound of the initial chaos when a string is struck on a piano and it smoothing out as time passes.</p>]]></content>
			<author>
				<name><![CDATA[wedanced]]></name>
				<uri>https://chipmusic.org/wedanced</uri>
			</author>
			<updated>2012-11-07T00:50:11Z</updated>
			<id>https://chipmusic.org/forums/post/140875/#p140875</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Good way to make a piano sound with MML for NES ?]]></title>
			<link rel="alternate" href="https://chipmusic.org/forums/post/140872/#p140872"/>
			<content type="html"><![CDATA[<p>Hey guys, I&#039;m making a &quot;de-make&quot; and hoping to produce a nice piano sound without samples for the NES. Anyone know of some good settings with MML to produce this kind of timbre?</p>]]></content>
			<author>
				<name><![CDATA[paulc]]></name>
				<uri>https://chipmusic.org/paulc</uri>
			</author>
			<updated>2012-11-07T00:40:22Z</updated>
			<id>https://chipmusic.org/forums/post/140872/#p140872</id>
		</entry>
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