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		<title><![CDATA[ChipMusic.org - examples of SN76489 PSG in genesis/ md soundtracks]]></title>
		<link>https://chipmusic.org/forums/topic/6367/examples-of-sn76489-psg-in-genesis-md-soundtracks/</link>
		<description><![CDATA[The most recent posts in examples of SN76489 PSG in genesis/ md soundtracks.]]></description>
		<lastBuildDate>Sun, 26 Aug 2012 21:45:28 +0000</lastBuildDate>
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			<title><![CDATA[Re: examples of SN76489 PSG in genesis/ md soundtracks]]></title>
			<link>https://chipmusic.org/forums/post/129291/#p129291</link>
			<description><![CDATA[<b><i>Delek says:</i></b><p>In Comix Zone the SN76589 has a very important protagonism in various tracks. I love that game.</p>]]></description>
			<pubDate>Sun, 26 Aug 2012 21:45:28 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/129291/#p129291</guid>
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			<title><![CDATA[Re: examples of SN76489 PSG in genesis/ md soundtracks]]></title>
			<link>https://chipmusic.org/forums/post/95706/#p95706</link>
			<description><![CDATA[<b><i>Lazerbeat says:</i></b><p>I was chatting with Tappy at Cheapbeats and apparently Hally (surprise surprise) got some kind of PWM out of the SN76496. It was really odd values though, 93.6 or something. </p><p><a href="http://www.smspower.org/Music/MISSION76496-Homebrew?sid=d289909e27b4837b7ec0eae2b747936f" target="_blank">http://www.smspower.org/Music/MISSION76 &#133; e2b747936f</a></p>]]></description>
			<pubDate>Thu, 22 Mar 2012 05:59:03 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/95706/#p95706</guid>
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			<title><![CDATA[Re: examples of SN76489 PSG in genesis/ md soundtracks]]></title>
			<link>https://chipmusic.org/forums/post/93831/#p93831</link>
			<description><![CDATA[<b><i>Lazerbeat says:</i></b><p>You can control the noise channel to some extent by using the 3rd square wave channel of the psg right? I wonder if anything fun happened there?</p>]]></description>
			<pubDate>Mon, 12 Mar 2012 10:56:03 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/93831/#p93831</guid>
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			<title><![CDATA[Re: examples of SN76489 PSG in genesis/ md soundtracks]]></title>
			<link>https://chipmusic.org/forums/post/93830/#p93830</link>
			<description><![CDATA[<b><i>akira^8GB says:</i></b><p>Yeah that&#039;s what I meant, bit depth. Like the C64 sound driver by THCM!</p>]]></description>
			<pubDate>Mon, 12 Mar 2012 10:29:30 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/93830/#p93830</guid>
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			<title><![CDATA[Re: examples of SN76489 PSG in genesis/ md soundtracks]]></title>
			<link>https://chipmusic.org/forums/post/93827/#p93827</link>
			<description><![CDATA[<b><i>boomlinde says:</i></b><p>I&#039;m not sure you can get higher quality out of the PSG than the FM part (the CPU is probably the limit in these cases; I think people pushed sample rates &gt; 50 kHz), but at least you could have more independent sample channels for sound effects/speech without interrupting FM playback. In the MSX scene, I think there&#039;s been some experiments with combining PSG (ay-3-8910 / ym2149 ) voices to produce samples with higher bit depth, though, and I&#039;m sure something similar could be possible on SN type chips as well.</p>]]></description>
			<pubDate>Mon, 12 Mar 2012 10:04:37 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/93827/#p93827</guid>
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			<title><![CDATA[Re: examples of SN76489 PSG in genesis/ md soundtracks]]></title>
			<link>https://chipmusic.org/forums/post/93825/#p93825</link>
			<description><![CDATA[<b><i>akira^8GB says:</i></b><p>Playing higher quality samples would be a great thing to have.</p>]]></description>
			<pubDate>Mon, 12 Mar 2012 09:31:33 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/93825/#p93825</guid>
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			<title><![CDATA[Re: examples of SN76489 PSG in genesis/ md soundtracks]]></title>
			<link>https://chipmusic.org/forums/post/93823/#p93823</link>
			<description><![CDATA[<b><i>boomlinde says:</i></b><p>Yeah, I can&#039;t think of any particularly weird uses of the PSG in games. Just guessing, it might have been used to play samples on occasion. Also, I don&#039;t think that japanese game designers used a lot arpeggio chords (as in 0xy-like effects), even on systems with a lot less sound channels than the MD.</p><p>Two nice uses I&#039;ve found of PSG channels is either as delay channels for FM leads or playing in unison with FM. Since the PSG will mostly be slightly out of tune unless you apply some tricks, it can fatten things up a bit.</p>]]></description>
			<pubDate>Mon, 12 Mar 2012 09:13:21 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/93823/#p93823</guid>
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			<title><![CDATA[Re: examples of SN76489 PSG in genesis/ md soundtracks]]></title>
			<link>https://chipmusic.org/forums/post/93811/#p93811</link>
			<description><![CDATA[<b><i>Lazerbeat says:</i></b><p>Examples of Modern compositions would be interesting too!</p>]]></description>
			<pubDate>Mon, 12 Mar 2012 08:00:55 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/93811/#p93811</guid>
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			<title><![CDATA[examples of SN76489 PSG in genesis/ md soundtracks]]></title>
			<link>https://chipmusic.org/forums/post/93809/#p93809</link>
			<description><![CDATA[<b><i>bucky says:</i></b><p>I was wondering if you guys know of any interesting examples of PSG in genesis soundtracks. It&#039;s used pretty extensively throughout Streets of Rage, and Sonic the Hedgehog can make for another good demonstration.</p><p>I&#039;m assuming, though, that with all the extra channels there was no &#039;need&#039; for the bells and whistles like noise bass or even arpeggios. I haven&#039;t found any crazy uses of the PSG in MD music yet, I&#039;m guessing that might be limited to modern compositions...</p>]]></description>
			<pubDate>Mon, 12 Mar 2012 07:14:13 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/93809/#p93809</guid>
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