Search found 56 matches
- Fri Dec 15, 2017 6:53 pm
- Forum: SNESdev
- Topic: Sound driver fun
- Replies: 43
- Views: 23020
Re: Sound driver fun
I fixed some of the clicking in SNESMod by using some code from XM2SNES. The issue I was having was with a bass sample and it would play fine unless 8th or 16th notes were used. This has been fixed! SNESMod is a little less clicky than it was, but still more clicky than XM2SNES. This is still someth...
- Fri Dec 15, 2017 6:38 pm
- Forum: SNESdev
- Topic: Issues to play sound effects with SNESMod
- Replies: 8
- Views: 5285
Re: Issues to play sound effects with SNESMod
This is good timing, I was just making updates to smconv and sneskit. I've added the KungFuFurby's suggestions for PAL to SNESKit which will be used if PAL is defined.
- Sun Dec 10, 2017 9:43 am
- Forum: SNESdev
- Topic: Weirdness, wtf? [solved]
- Replies: 9
- Views: 5311
Re: Weirdness, wtf?
OpenMPT has had find and replace for quite a long time (possibly pretty much always?) Thanks, I figured somebody, somewhere, must have done this a long time ago. I actually got a thought myself on why the converted modules are not compatible between different versions of the sound drivers... Are yo...
- Wed Dec 06, 2017 6:24 pm
- Forum: SNESdev
- Topic: Weirdness, wtf? [solved]
- Replies: 9
- Views: 5311
Re: Weirdness, wtf?
...and it's fixed, I should have looked more closely at the Makefile earlier. That's part of why I haven't changed anything in Pently sequence data. Drums changed from 1 byte to 2 in Pently 3 ( Thwaite ) to allow for Tim Follin-style sharing of the triangle between drum and bass, and instruments cha...
- Mon Dec 04, 2017 12:14 am
- Forum: SNESdev
- Topic: Weirdness, wtf? [solved]
- Replies: 9
- Views: 5311
Re: Weirdness, wtf?
I should have thought of this earlier, and I won't be able to verify until tomorrow, but when it seemed like a sound driver was failing it was likely because the song was from a soundbank compiled for the other sound driver. This would explain the flip flop effect because when I was messing around w...
- Sun Dec 03, 2017 7:55 pm
- Forum: SNESdev
- Topic: Weirdness, wtf? [solved]
- Replies: 9
- Views: 5311
Re: Weirdness, wtf?
- Instead of two identical routines for uploading different drivers, you should consider having one routine for uploading whatever data you are pointing to via index register or variable in RAM. Yeah, the working version used that feature, I changed it to this for testing, not that it made a differ...
- Sun Dec 03, 2017 2:20 pm
- Forum: SNESdev
- Topic: Weirdness, wtf? [solved]
- Replies: 9
- Views: 5311
Weirdness, wtf? [solved]
I have a rom where there is a default sound driver. If certain songs are selected a flag is set to unload the default sound driver. Once the dault sound driver is unloaded than a flag is set to indicate the non-default driver is currently loaded. If the next song that is called does not request the ...
- Mon Aug 28, 2017 7:03 am
- Forum: SNESdev
- Topic: FM synth BRR sample generator
- Replies: 69
- Views: 23195
Re: FM synth BRR sample generator
Here's another example (made during a shocking international incident). There's one version with FM and pitch modulation, it's used starting one minute into the song, and one version with pitch modulation only.
- Mon Mar 27, 2017 1:30 pm
- Forum: SNESdev
- Topic: FM synth BRR sample generator
- Replies: 69
- Views: 23195
Re: FM synth BRR sample generator
I tried to play it with both of my SPC players and it sounded awful in both. Is this due to an emulation inacuracy or is it supposed to sound like this ? It doesn't sound great. I noticed playback varied a lot on each SPC player I tried. After real hardware it probably sounded the best on SPCPlay. ...
- Thu Mar 23, 2017 4:27 pm
- Forum: SNESdev
- Topic: FM synth BRR sample generator
- Replies: 69
- Views: 23195
Re: FM synth BRR sample generator
I implemented all 8 algorithms... I'm looking forward to hearing what that sounds like. I made this test awhile ago using the original code you posted... I just dropped your code into the middle of the SNESMod vibrato routine. 4xy: x = vibrato speed and carrier frequency, and y = vibrato depth and ...
- Fri Jan 13, 2017 2:14 pm
- Forum: SNESdev
- Topic: Sound driver fun
- Replies: 43
- Views: 23020
Re: Sound driver fun
I have two different issues I can't seem to figure out: Issue 1: I have a version of SNESMod that never pushes anything to the stack (except calls of course but it's not like there are a ton of nested calls). In this driver I put 144 bytes of sample data starting at 0100h. This works fine for most o...
- Sun Sep 04, 2016 10:48 am
- Forum: SNESdev
- Topic: FM synth BRR sample generator
- Replies: 69
- Views: 23195
Re: FM synth BRR sample generator
This time I changed the carrier wave from a triangle, to a half-triangle half-square wave. ...and also an LFO modulating the modulator's amplitude. Sounds cool! I often use 4-6 channels just for one sound. It would be nice to continue doing so when I have the tracks to spare but then switch to this...
- Thu Apr 14, 2016 7:16 pm
- Forum: SNESdev
- Topic: Sound driver fun
- Replies: 43
- Views: 23020
Re: Sound driver fun
I actually have something running through my head that might allow you to cut any effects that end up on the chopping block in the actual IT file (and also allows you to circumnavigate the assembler, not counting constant memory locations). Every single IT file must be scanned in the scenario of a ...
- Thu Apr 14, 2016 7:12 pm
- Forum: SNESdev
- Topic: Some question about Mode 7
- Replies: 22
- Views: 6794
Re: Some question about Mode 7
Looks cool! Always nice to see how other people are doing things.
Here's the spaceplane part from one of the Magical demos (modified to build with ca65 uses sneskit stuff; includes rom).
Here's the spaceplane part from one of the Magical demos (modified to build with ca65 uses sneskit stuff; includes rom).
- Thu Jan 07, 2016 6:27 pm
- Forum: SNESdev
- Topic: Sound driver fun
- Replies: 43
- Views: 23020
Re: Sound driver fun
- Perhaps there should be a "psuedo-gain" method of adjusting the gain on a per-step basis during SNESMod's idle loop (when the driver checks for commands and any ticks) for each of the channels rather than doing so instantly to reduce crackle. Obviously the rate won't be consistent this ...