I'm thinking of putting together an EP of some of my chiptunes, and I'd like a bit of technical advice. I'm using WavePad sound editor and recoding audio from a DS into line in on my PC.

1) Do I need to "normalize" all tracks to the same level, and if so what level?
2) How much space should I leave at the beginning and end of each track?
3) This probably sounds dumb, but when saving my tracks as mp3s, what bitrate is most suitable for music made on a DS? (I'm using 128, but I'm thinking maybe I don't need such a high rate for such lo fi music?)

Any help much appreciated.

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(0 replies, posted in Nintendo Handhelds)

I used to have a NL 2.6 cart which was great. I'm thinking of buying a 2.7 cart, but I've read a couple of posts that suggested people weren't happy with 2.7 due to a couple of things like no note names etc. Any comments? If I prefer 2.6, is it possible to downgrade somehow?

19

(3 replies, posted in Nintendo Handhelds)

old thread, I know...

Unfortunately there seems to be a bug in the sequencer which puts all the tracks onto one channel and doesn't allow more than one instrument to play at a time.

Anyone know how to fix this?

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(0 replies, posted in Nintendo Handhelds)

Has anyone written a Lua script for a song editor in CellsDS? I have made a script that loops the first n blocks (I'm happy to share if anyone interested), but a song editor is more complex. One possibility is to have a dictionary with block numbers in the actual script, but that's a pretty bad solution. I figured maybe having 16 song blocks defined by a Y-value for each X-value would be a start.

Anyone else looked at this up for sharing scripts/ideas?

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(4 replies, posted in Nintendo Handhelds)

Great idea. Works a treat!

Anyone have any idea how to achieve this?

I'd like to use Python in the same way that I used to use Sound and Envelope commands in BBC Basic. Ideally I'd like to run the program and hear the results immediately, without having to produce a .wav or .mid file first. I could relearn BASIC and use an emulator, but I'd rather stick with Python since I know it reasonably well already. I'd really like some high-level commands rather than having to go into the physics of sound waves.

BTW winsound.Beep only works for a few consecutive notes before going wrong.

23

(4 replies, posted in Nintendo Handhelds)

I want to randomize notes from a fixed selection of notes. I thought maybe having the notes I want in a table, then adding an H command and then a Z (value 0F?) might do the trick, but no joy.

Any ideas how to do this? E.g. a randomly selected note from a pentatonic scale plays every two steps?

I used to have a nanoloop cart, and I'm sure the wav channel could play four note chords, with notes on the two pulse channels and noise as well. Did I imagine that?

If not, then that makes 7 channels - 6 for notes and one noise. Is it possible to get that many with LDSJ? I've seen the tutorial on the ghost channel, but as far as I could tell, the pitch was locked to the main note being played.

Hi folks,

I'm loving working with LSDJ, but could use a couple more channels. Anyone with some experience with Nitrotracker on a DS like to share their thoughts about pros/cons?

R.

26

(14 replies, posted in Nintendo Handhelds)

Thanks for all the answers. I may watch a few youtube vids on "song structure" to get some more background. I'm still not quite sure exactly what breaks/bridges and middle-8s are and how they work. (although now I think of it, I can hear James Brown in my head saying "shall I take them to the bridge?").

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(14 replies, posted in Nintendo Handhelds)

I'm a bit ignorant, but could you describe what you mean by a "hook?" Is that like a riff? Do you tend to have one riff going throughout, perhaps with breaks, but coming back, or do you let it evolve and morph into something else?

Also, I'm curios if people tend to use multiples of 4 bars strictly, including intros. For example would you let an intro build over 4 bars and then have the tune kick in, or would you be happy with a 1 bar intro, or maybe or one bar solo, then add some perc (hi hat?) for a bar then into tune?

I know there's no actual rules, but I curios to hear some guidelines.

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(14 replies, posted in Nintendo Handhelds)

One of my biggest musical influences is Celtic dance music. Usually a tune has two or more parts, which are looped, and then on to another tune.

With letters it might look like this: AA BB AA BB CC DD CC DD stop.

No intro, no build-up, no outro.

I'm looking for ideas/conventions about how to structure chiptune songs, and am curios to know how you guys approach this.

I understand pop music often has verse, chorus, verse chorus, middle-8, verse chorus or something like that.

Another idea is having a loop starting minimally and building up to a crescendo and then fading.

There must be a thousand way of doing it: what works for you?

R.

Thanks for your input everyone.

I've done some searching and found these two really good vids on noise drums:

http://www.youtube.com/watch?v=v1CclrAE2lU

http://www.youtube.com/watch?v=fzEmh08Ls8I

Nice work Defiant Systems!

I'd like to keep all the other channels for melody and harmony. Has anyone managed to get an acceptable drum kit just on the noise channel? If so, could you give me some instructions?

More generally, are there any .sav files around with basic instrument blueprints that can be tweaked? I've found a few containing finished masterpieces, but I'd like to have a basic set of pre-programmed instruments to work with, or maybe just a chart of hex parameters as starting points for common instruments.

Looks like problem solved by turning off GameYob's autosave. I'm looking forward to getting to know this program... smile

Hi there,

I've got LSDJ running on Gameyob on a Ds Lite.

For some reason, whenever I load LSDJ, my songs don't show up, even though I've saved them and exited through the Gameyob exit command. I can get round this by saving and loading states, but is that how it's meant to work?Am I missing something?

Regards,

Robin.