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		<title><![CDATA[ChipMusic.org - Looking for Gameboy music program ideas/requests...]]></title>
		<link>https://chipmusic.org/forums/topic/9469/looking-for-gameboy-music-program-ideasrequests/</link>
		<description><![CDATA[The most recent posts in Looking for Gameboy music program ideas/requests....]]></description>
		<lastBuildDate>Thu, 29 Mar 2018 20:49:16 +0000</lastBuildDate>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/255940/#p255940</link>
			<description><![CDATA[<b><i>bitjacker says:</i></b><p>Get a gameboy to play the buddah box sample, then do something to it like shitwave or gradual decline.</p>]]></description>
			<pubDate>Thu, 29 Mar 2018 20:49:16 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/255940/#p255940</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/255939/#p255939</link>
			<description><![CDATA[<b><i>Duck says:</i></b><p>I guess I could use four gameboys with LSDJ too tbh.</p><p><img src="https://chipmusic.org/forums/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p>just being greedy!</p>]]></description>
			<pubDate>Thu, 29 Mar 2018 12:01:44 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/255939/#p255939</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/255938/#p255938</link>
			<description><![CDATA[<b><i>cyberic says:</i></b><div class="quotebox"><cite>Duck wrote:</cite><blockquote><p>multichannel MIDI controlled LSDJ?</p></blockquote></div><p>There is MGB <a href="https://github.com/trash80/mGB" target="_blank">https://github.com/trash80/mGB</a>, but it misses the &#039;LSDJ&#039; part of your request ;-)</p><p>LSDJ can be controlled in MIDI too</p>]]></description>
			<pubDate>Thu, 29 Mar 2018 11:54:17 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/255938/#p255938</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/255937/#p255937</link>
			<description><![CDATA[<b><i>Duck says:</i></b><p>multichannel MIDI controlled LSDJ?</p><p>(I suspect this would exist if it were possible though)</p>]]></description>
			<pubDate>Thu, 29 Mar 2018 09:33:11 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/255937/#p255937</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/255936/#p255936</link>
			<description><![CDATA[<b><i>Dumbug (UK) says:</i></b><p>a clone of nanoloop&#039;s 1.2 S channel with save features like just the S channel no R or N just for quirkiness lol or maybe a fm synth rom with a save feature something that will give classic nanoloop fm styled noises, is that possible?</p>]]></description>
			<pubDate>Thu, 29 Mar 2018 02:18:26 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/255936/#p255936</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/174919/#p174919</link>
			<description><![CDATA[<b><i>maniacfreakquency says:</i></b><p>I dont know if this is possible..but..How about&nbsp; lsdj that you can custumize channels?, example: maye I need PU1, PU2, WAV1, WAV2 channels just for melody instead of the traditional PU1,PU2,WAV, NOI&nbsp; and maybe I can sync it with another gameboy with another custom lsdj with WAV1, WAV2, NOI1, NOI2. for drums only.</p>]]></description>
			<pubDate>Sun, 30 Jun 2013 07:28:54 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/174919/#p174919</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/174897/#p174897</link>
			<description><![CDATA[<b><i>Bamboori says:</i></b><p>i would really like to see a kind of updated version of pocket music (gbc).<br />changes should be:<br />-riffs are nameable and copyable<br />-works on gameboy<br />-instrument editor like in nanoloop, lsdj or similar<br />-better use of the available channels (in pocket music you have pretty much 3 channels for drums and noise, while only 2 for melodies)</p>]]></description>
			<pubDate>Sun, 30 Jun 2013 00:15:03 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/174897/#p174897</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/174891/#p174891</link>
			<description><![CDATA[<b><i>NewEmployeeSounds says:</i></b><p>I just got my old bbc micro setup so to build this crazy project i always wanted to do. Out of leftfield this idea hit me which i thought would be perfect for you:</p><p>THEORETICAL 8BIT SAMPLES ON A SINGLE DMG</p><p>Sync Pulse channels 1 and 2 inversely without any gaps inbetween and mix to create a single constant voltage then control volume and mix with the wav channel. Create some crazy methods to interface this alltogether, wallah 8 glorious bits for sample playback.</p>]]></description>
			<pubDate>Sat, 29 Jun 2013 23:19:41 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/174891/#p174891</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/165828/#p165828</link>
			<description><![CDATA[<b><i>SketchMan3 says:</i></b><div class="quotebox"><cite>Domu wrote:</cite><blockquote><p>No not quite. im talking more about software voices that can call upon any of the hardware channels (in gb case pu1, pu2, wave/user defined waveform and noise.) rather than only one.</p><p>Maybe it is similar if each of the 3 c64 channels can be a square, noise etc and are not hardwired channel 1: pulse, channel 2: tri, ch3:noise. <br />If that is the way it works, the difference is, each of those c64 voices can only trigger one of the sound channels at once, and not all of them together.</p><br /><br /><br /><p>PR8 for the nes has voices that use up to four of the availible channels, in the format of a step sequencer.<br />you assign the channels you want to use for a particular voice, along with parameters such as the pitch, vol, pan etc.&nbsp; Ie; </p><p>So, in one step sequencer track (a single trigger in fact), it can trigger the hw channels; pulses, tri, dpcm and noise&nbsp; together, if they are all associated with that voice. (Contrast this with nanoloop, where any sequencer track can only access its associated gameboy sound channel (r,l,s,n being tied to pulse1, pulse 2, wav, noise)</p><p>Its quite possible to have triggers for two or more voices that use the same channels simultaneously, and in that case the voice furthest down or up the step seq gets priority for the channels that are trying to be accessed by more than one voice.</p><br /><p>All i am imagining, is the same thing with the gameboy, except cutting out the step sequencer and controlling it via midi.</p><p>It would require a parameter that lets you set a priority level to the voices, one to set them a midi channel, one that lets you link any number of the hardware channels, and then whatever params such as root note/ pitch, volume, etc etc for each of the associated hardware channels in that voice.</p><p>Dya follow? )</p><br /><p>*and making the wav channel sound exactly like pulse channels is totally unrequired! <img src="https://chipmusic.org/forums/img/smilies/wink.png" width="15" height="15" alt="wink" /></p></blockquote></div><p>So, kind of like one object being able to call actions in all other objects? I&#039;ve often wished for this in LSDJ, to be able to control the noise channel through a pulse channel, and vice versa, etc etc. </p><p>wav channel sounding exactly like pulse channels for 3 part harmony?</p>]]></description>
			<pubDate>Thu, 25 Apr 2013 15:12:29 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/165828/#p165828</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/165819/#p165819</link>
			<description><![CDATA[<b><i>Matej says:</i></b><p>Tracker (COMPOSING mode) + Player (DJ mode)</p>]]></description>
			<pubDate>Thu, 25 Apr 2013 11:18:17 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/165819/#p165819</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/165814/#p165814</link>
			<description><![CDATA[<b><i>Domu says:</i></b><p>No not quite. im talking more about software voices that can call upon any of the hardware channels (in gb case pu1, pu2, wave/user defined waveform and noise.) rather than only one.</p><p>Maybe it is similar if each of the 3 c64 channels can be a square, noise etc and are not hardwired channel 1: pulse, channel 2: tri, ch3:noise. <br />If that is the way it works, the difference is, each of those c64 voices can only trigger one of the sound channels at once, and not all of them together.</p><br /><br /><br /><p>PR8 for the nes has voices that use up to four of the availible channels, in the format of a step sequencer.<br />you assign the channels you want to use for a particular voice, along with parameters such as the pitch, vol, pan etc.&nbsp; Ie; </p><p>So, in one step sequencer track (a single trigger in fact), it can trigger the hw channels; pulses, tri, dpcm and noise&nbsp; together, if they are all associated with that voice. (Contrast this with nanoloop, where any sequencer track can only access its associated gameboy sound channel (r,l,s,n being tied to pulse1, pulse 2, wav, noise)</p><p>Its quite possible to have triggers for two or more voices that use the same channels simultaneously, and in that case the voice furthest down or up the step seq gets priority for the channels that are trying to be accessed by more than one voice.</p><br /><p>All i am imagining, is the same thing with the gameboy, except cutting out the step sequencer and controlling it via midi.</p><p>It would require a parameter that lets you set a priority level to the voices, one to set them a midi channel, one that lets you link any number of the hardware channels, and then whatever params such as root note/ pitch, volume, etc etc for each of the associated hardware channels in that voice.</p><p>Dya follow? )</p><br /><p>*and making the wav channel sound exactly like pulse channels is totally unrequired! <img src="https://chipmusic.org/forums/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></description>
			<pubDate>Thu, 25 Apr 2013 08:25:49 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/165814/#p165814</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/165647/#p165647</link>
			<description><![CDATA[<b><i>Invisible Robot Hands says:</i></b><div class="quotebox"><cite>Domu wrote:</cite><blockquote><p>I dont get why you&#039;d have to make the WAV channel sound exactly like one of the pulse channels?</p><p>I imagined having more than 4 midi channels equating to different &quot;patches&quot; which could use any of the 4 channels (except if another midi channel is using some of the gameboy channels at the same moment, wherby the relevant gameboy channels are stolen from the other playing midi channel)</p><p>too much use of the word channel! sorry if you dont understand.</p><p>your idea sounds good, but very similar to mGB, which you could make work like that by rerouting midi notes from one midi channel to the appropriate midi channels used by mGB (1-4), unless im missing something. thanks for the quick response!</p></blockquote></div><p>Are you referring to the way, for example, the C64 has 3 channels of sound but they can independently act as noise channels, pulse channels, etc. etc.?</p>]]></description>
			<pubDate>Tue, 23 Apr 2013 23:40:19 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/165647/#p165647</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/165645/#p165645</link>
			<description><![CDATA[<b><i>Theta_Frost says:</i></b><p>It might be a fun project to just see how close you can get the WAV to mimick the pulse channels.&nbsp; LSDJ hardwired for 3 pulses. haha</p>]]></description>
			<pubDate>Tue, 23 Apr 2013 23:34:58 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/165645/#p165645</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/165608/#p165608</link>
			<description><![CDATA[<b><i>Domu says:</i></b><p>I dont get why you&#039;d have to make the WAV channel sound exactly like one of the pulse channels?</p><p>I imagined having more than 4 midi channels equating to different &quot;patches&quot; which could use any of the 4 channels (except if another midi channel is using some of the gameboy channels at the same moment, wherby the relevant gameboy channels are stolen from the other playing midi channel)</p><p>too much use of the word channel! sorry if you dont understand.</p><p>your idea sounds good, but very similar to mGB, which you could make work like that by rerouting midi notes from one midi channel to the appropriate midi channels used by mGB (1-4), unless im missing something. thanks for the quick response!</p>]]></description>
			<pubDate>Tue, 23 Apr 2013 17:53:18 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/165608/#p165608</guid>
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			<title><![CDATA[Re: Looking for Gameboy music program ideas/requests...]]></title>
			<link>https://chipmusic.org/forums/post/165606/#p165606</link>
			<description><![CDATA[<b><i>nitro2k01 says:</i></b><p>Hmm. You can&#039;t get the wave channel to sound EXACTLY like one of the pulse channels. What about CH1 and CH2 share a MIDI channel, and CH3 has it&#039;s own MIDI channel, or alternatively a key split, for use with a keyboard.</p>]]></description>
			<pubDate>Tue, 23 Apr 2013 17:46:04 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/165606/#p165606</guid>
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