81

(32 replies, posted in Nintendo Consoles)

Yeah, drone machine was the initial idea. I'll keep going at it when I get some time (which hasn't been much of late, hence the delayed release of this demo)

I do think I'll need to reduce the scope from the original idea. Probably just one LFO and one Envelope per voice. The important thing is to keep the processing as fast as possible. I have done the envelopes already they're just not in this demo.

The tricky bit with the synth engine has been to code the LFOs etc in a way that they can be totally scaled/modified on-the-fly. A simple LFO can be done very quickly but if you need to add scalability then processing gets a little more complex and consequently a little slower. The slower the processing the less intense the FM effect etc. It's an interesting little balancing trick smile

One of the odd/cool things is that the synth engine just processes the shit out of as much as it can so you'll get odd artefacts when processing gets shared between two (or more tasks e.g. a LFO and an envelope together won't be able to FM the pitch as fast compared to if you only had the LFO going). Ideally it wouldn't do this but it will add a bit of randomness/unpredictability into the mix which I kind of like.

I'll work towards making a proper demo with all 4 voices. I need to think more about a possible step sequencer so that will have to wait for the time being.

82

(32 replies, posted in Nintendo Consoles)

Victory Road wrote:

Awesome! How difficult would it be to get the modulation speed to follow the pitch of a played note (like where a user could choose an octave or a harmonic and the modulation would play at that relative speed)? Would amplitude modulation also be possible? This is kinda really exciting!

The modulation/synth stuff is pretty flexible so that shouldn't be a problem. You can use the same technique to apply amplitude modulation. I did it as part of developing the demo but, perhaps because of the lack of amplitude resolution on the NES, the effects weren't that impressive and in some ways sound very similar to the 'FM' in the demo.

As well as 'FM', a lot of the characteristics of the sound in the demo comes from the fact that you've also got the infamous square-wave click being modulated at audio rate. I've also had it working with the Triangle channel which gives you a totally different sound. Haven't experimented with the noise channel yet though.

Very early days on this (even though it's several months old! smile )

I originally planned to have a very basic 16-step sequencer for each voice (2 square, triangle, noise) so that you can set several values per step: note, length and a couple of aux values. The aux values would be able to point to any of the parameters in the 'synth'

I did originally plan to have 6 LFOs and 6 Envelopes, the destination of which could be anything: pitch, other LFOs, amplitude etc.

I think that is too many though as the processing to get the sound is INTENSE. The more LFOs etc. that I have, the slower the 'FM' will be and so on.

83

(32 replies, posted in Nintendo Consoles)

http://blog.ntrq.net/?p=545

Good times...

Tried to embed a video but I had flashbacks to the last time I tried and I gave up out of frustration....

Wow, don't think I've ever seen that SNES emulator before. Our SNES development hardware was reverse engineered by our tech guy at the time and as I said in the previous post, we pretty much wrote all of our own tools.

Re: releasing the tools - extremely unlikely. I'd love to but I wouldn't even know where to start looking!

And yes, we definitely reused samples. Making good ones was an art-form and often took a lot of trial and error (optimising sample sizes and loop points etc.) so when you had ones that worked you got as much use out of them as you could big_smile

I miss the SNES, it was a great system to use and uniquely it had it's own audio CPU so no CPU sharing with the game code - absolute luxury big_smile

Actually, as far as I can remember we had no tools at all for SNES audio dev. I wrote all the drivers and conversion tools (sample converters and MIDI utils) for the games I worked on.

The Gamecube (I think) and definitely the N64 had tools supplied by Nintendo (actually, the N64 ones were by Software Creations and, uncharacteristically, they weren't actually very good)

I don't remember such a thing existing...

You, sir, are an utter legend!

big_smile

90

(9 replies, posted in Trading Post)

SOLD!

smile

91

(9 replies, posted in Trading Post)

Jellica wrote:

where are you in england? if you are close to me (cambridge/london) could I come collect?

$100 is about £63 at the moment.

Near Derby. Unless you're overly worried about it's safety in transit, there's not a lot of point in coming to collect. Even then, I will pack it very, very well and send by insured courier.

92

(9 replies, posted in Trading Post)

The price is just a little less than I paid for it but includes worldwide shipping.

I take your point though.

In case is it wasn't clear originally - I am open to sensible offers. I won't be offended smile

I was thinking of doing some kind of competition - best LSDJ/Nanoloop cover of one of my old game songs wins the GB big_smile

93

(9 replies, posted in Trading Post)

Nobody? Price too high? Want photos?

94

(9 replies, posted in Trading Post)

Bought this from Justin last year but I'm just not using it nor likely to.

It's grey with dark grey buttons, pro-sound mod, backlight, bi-vert red screen and variable clock.

$100 shipped to wherever you like. I also have a flash cart you can have for an extra $20.

PayPal please, though I will accept bank transfer. I'm in the UK but will ship worldwide.

Open to sensible offers.

Oops, yes, yes I did!

Fixed now.

smile

@ne7: I've updated both PR8 and Pulsar and both are available on the website.

http://nes-audio.com

Just want to say a big thanks to Andy (ne7) for an incredible effort to make this happen. Great work big_smile