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		<title><![CDATA[ChipMusic.org - Good way to make a piano sound with MML for NES ?]]></title>
		<link>https://chipmusic.org/forums/topic/9046/good-way-to-make-a-piano-sound-with-mml-for-nes/</link>
		<description><![CDATA[The most recent posts in Good way to make a piano sound with MML for NES ?.]]></description>
		<lastBuildDate>Mon, 26 Nov 2012 14:22:26 +0000</lastBuildDate>
		<generator>PunBB</generator>
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			<title><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link>https://chipmusic.org/forums/post/143924/#p143924</link>
			<description><![CDATA[<b><i>ant1 says:</i></b><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>]]></description>
			<pubDate>Mon, 26 Nov 2012 14:22:26 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/143924/#p143924</guid>
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			<title><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link>https://chipmusic.org/forums/post/143841/#p143841</link>
			<description><![CDATA[<b><i>SketchMan3 says:</i></b><p>Just make a simple ping, followed by a sudden drop in volume with a slow decay.</p>]]></description>
			<pubDate>Mon, 26 Nov 2012 00:25:57 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/143841/#p143841</guid>
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			<title><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link>https://chipmusic.org/forums/post/143823/#p143823</link>
			<description><![CDATA[<b><i>paulc says:</i></b><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>]]></description>
			<pubDate>Sun, 25 Nov 2012 21:55:59 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/143823/#p143823</guid>
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			<title><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link>https://chipmusic.org/forums/post/140889/#p140889</link>
			<description><![CDATA[<b><i>chunter says:</i></b><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>]]></description>
			<pubDate>Wed, 07 Nov 2012 02:42:10 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/140889/#p140889</guid>
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			<title><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link>https://chipmusic.org/forums/post/140887/#p140887</link>
			<description><![CDATA[<b><i>Victory Road says:</i></b><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>]]></description>
			<pubDate>Wed, 07 Nov 2012 02:29:33 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/140887/#p140887</guid>
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			<title><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link>https://chipmusic.org/forums/post/140885/#p140885</link>
			<description><![CDATA[<b><i>paulc says:</i></b><p>Would researching the shape of different instrument wave shapes help, you think?</p>]]></description>
			<pubDate>Wed, 07 Nov 2012 02:13:48 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/140885/#p140885</guid>
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			<title><![CDATA[Re: Good way to make a piano sound with MML for NES ?]]></title>
			<link>https://chipmusic.org/forums/post/140875/#p140875</link>
			<description><![CDATA[<b><i>wedanced says:</i></b><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>]]></description>
			<pubDate>Wed, 07 Nov 2012 00:50:11 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/140875/#p140875</guid>
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			<title><![CDATA[Good way to make a piano sound with MML for NES ?]]></title>
			<link>https://chipmusic.org/forums/post/140872/#p140872</link>
			<description><![CDATA[<b><i>paulc says:</i></b><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>]]></description>
			<pubDate>Wed, 07 Nov 2012 00:40:22 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/140872/#p140872</guid>
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