209

(68 replies, posted in Other Hardware)

9H05T wrote:

I got a monotribe last night just to be able to test out all the cool stuff that can be done. that new upgrade to allow cv/gate through an iphone trrs jack was too good to pass up. a headphone jack is right around 5volts so It's just a matter of building a max patch to turn midi to cv. Long story short keyboard control with no mods to the unit. if I'm right, I can save those samples to sunvox and I can control the thing from an android console with no mods to the unit.

/nerdgasm

Most sound cards are AC coupled. Either way, you could easily build a circuit to get around that. You should have a look at http://www.expert-sleepers.co.uk/silentway.html

210

(68 replies, posted in Other Hardware)

nickmaynard wrote:
basspuddle wrote:

it's only $150 for an analog drum machine, i think they'd have to cut some features out somewhere.

For sure, and it still looks awesome.

Maybe someone who knows more about this could help but I would have thought 8 patterns x 16 steps would equal 16 bytes, right? Meanwhile, this forum post is around 500 bytes. Can someone who knows more about bits and bytes comment on this?

For the drummer, with 6 parts you'd ideally only need 6 * 16 bits (12 bytes) of storage for the pattern data. You would need an additional nybble I guess if you want to store something like pattern length, too.

It doesn't necessarily have to be anything other than an artificial limitation, but 8 * 12 bytes would for example mean you could leave a 32 byte scratch area free in a microcontroller with 128b RAM (ATTINY for example), but since the other two units probably need to store much more data than that, I doubt that's the case. It would be more likely that they used the same microcontroller in all units.

godinpants:

Channel 4 is either a NES-triangle or one of several flavors of pitched LSFR noise.

which I assume means a 4 bit quantized triangle waveform or a cheap noise generator like those in PSGs

https://code.google.com/p/game-music-emu/

Either way, maybe you shouldn't be concerned with technicalities like the file format of the music if you aren't a programmer and are just making a prototype.

213

(42 replies, posted in General Discussion)

Even for dance music I noticed that maintaining a continuous rhythm isn't really necessary if you put on a good show and line the songs up quickly enough. Getting people into a continuous trance has it's benefits, but it really isn't the only way to keep them dancing happily throughout your set.

214

(10 replies, posted in General Discussion)

How about a tree where the heartwood is replaced with a wax roll of music?

215

(50 replies, posted in General Discussion)

SgtCrispy wrote:

Well crap, my bro has a Turbo and an Turbo Express.
Jerk...

Hey man, you could have 25 NES and 25 Master Systems instead.

216

(50 replies, posted in General Discussion)

I'll have whatever you smoked

217

(25 replies, posted in Releases)

warez Ozy wrote:
SadPanda wrote:

yo this is some good shit. Just do self release, labels are kinda pointless imo. If the rest of your release is just as good, I'm sure you wouldn't have a hard time getting exposure and $$$$$$$$.

I don't care about money bro...All i need is to be coverd by copyrights...For example if anybody use my music on youtube i need his video to get down or something...
Few weeks ago someone took one of my tracks and he changed the title...
This is what i care mostly...

Your work is copyright protected by default in most of the world. There's no need to sign anything or even explicitly state it anywhere, you're already covered by the moment you start distributing your work.

I guess if you want the copyright to be enforced actively, I can't think of any chipmusic label that will be able do a better job than yourself.

The primary function of small labels in general leans more towards promoting the music they release in one way or another. This ranges from actively promoting with PR campaigns and press releases to simply putting it up there with a bunch of similar music where people are more likely to look for it.

So you shouldn't be looking for "a" netlabel as much as "the" netlabel for your release.

218

(25 replies, posted in Releases)

AndrewKilpatrick wrote:

Also ,most labels aim for pretty substantial CC licenses, everything we upload at TWG and Pxl-Bot are on CC BY-NC-SA. (for example)

Some labels license their releases under CC, but most? What's the rationale behind releasing everything under CC on TWG and Pxl-Bot, anyway?

Here's expressing interest in an OSX version!

The big difference is that pitch bends on chip platforms (some FM chips excluded, I guess) are usually linear, while pitch bends in MIDI are usually logarithmic. An important thing to consider is that you might have to set the bend range in the VST (if possible) to get really wide bends.

Some VSTs will also allow overlapping notes to glide into each other (portamento) over a constant time, so you could perform your bends that way as well.

I guess you would need to use MIDI control messages to do pitch bending. The slides and vibrato (and other pitch effects in Renoise) really only work on internal instruments. You can however send standard MIDI pitch bends with it.

222

(15 replies, posted in General Discussion)

It's just not breakcore and it doesn't have the general vibe of it.

223

(15 replies, posted in General Discussion)

These guys ran the Children of DOS. I'm not sure if it's still active, but I think they gathered quite a crowd locally. I released an EP there and I never got so many Last.FM plays since.

little-scale wrote:

VGM file normat support sample-accurate data logging for sound chips (which includes the NES) - I am assuming .NSF is the same though I don't know the format at all.

I think the NSF format is more like the SID format in that it contains the code/music data of the player, and that it's up to players to emulate much of the hardware stack, although unlike SID, timing is defined in the header in terms of millionths of a second between calls, whereas in SID you'd either use a hardware timer period value or let it call on 50/60 Hz intervals (or leave it all up to the emulated player software).