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Nijuu Released

Posted: Wed Nov 18, 2009 4:59 pm
by neilbaldwin

Posted: Thu Nov 19, 2009 3:22 am
by Bregalad
Well I haven't put any sound out of it yet, but I read the doccumentation to see it's features and it looks really cool. I like how it is possible to make durms overtake other channels like Blaster Master.

Posted: Thu Nov 19, 2009 6:21 am
by cpow
Bregalad wrote:Well I haven't put any sound out of it yet, but I read the doccumentation to see it's features and it looks really cool. I like how it is possible to make durms overtake other channels like Blaster Master.
That reminds me...in my emu the drums in BM sound WAAY louder than I remember them being on the console or in other emus. What am I doing wrong?! The noise channel sounds okay in other games...

Posted: Thu Nov 19, 2009 6:39 am
by tepples
The four highest noise pitches (0-3) have much of their energy in ultrasonic (>20 kHz) frequencies. On the NES, this energy is filtered out, making the pitches sound quieter than pitch 4. But on an emu that doesn't apply a good low-pass filter to the noise channel, aliasing will cause ultrasonic energy to wrap down to audible frequencies. The blip-buf library allows alias-free synthesis of these waveforms.

Posted: Thu Nov 19, 2009 10:33 am
by Bregalad
Oh yeah I've noticed noise pitch 0-3 sound similar but quieter than 4, and I even happened to exploit this in a song of my game. This is HEAVILY exploited in WW2 drums.

Sorry neil for "dumping" your thread but back on the subject... I'd really like to see the source of nijuu too, altough I agree it's fine if it's distributed compiled so it can be easily included in project that uses another assembler than ASM6.

Posted: Thu Nov 19, 2009 11:02 am
by neilbaldwin
Bregalad wrote: Sorry neil for "dumping" your thread but back on the subject... I'd really like to see the source of nijuu too, altough I agree it's fine if it's distributed compiled so it can be easily included in project that uses another assembler than ASM6.
All in good time :)

Posted: Thu Nov 19, 2009 12:01 pm
by MottZilla
Any plans to add support for sound effects so your engine could be used within a game that uses both sound effects and music at the same time? It's something I seem to remember was missing from FamiTracker, the only other NES type music engine you could easily add to your own project.

Posted: Thu Nov 19, 2009 3:02 pm
by neilbaldwin
MottZilla wrote:Any plans to add support for sound effects so your engine could be used within a game that uses both sound effects and music at the same time? It's something I seem to remember was missing from FamiTracker, the only other NES type music engine you could easily add to your own project.
No immediate plans but you never know. I've kind of become obsessed with the NES tracker idea at the moment though :)

I'd take a look at the monstrous CPU usage before you go getting any fancy ideas about putting Nijuu into a game ;)

Posted: Thu Nov 19, 2009 3:06 pm
by Bregalad
Well that's why I'm still planning to write with Celius a kind of enhanced MML that DOES support sound effects (even multiple at a time) and that IS speed and RAM-usage optimized for a game. We want to make it cross platform too and all special effects will be optional (so that you can get rid of those you don't use, and even code your own). Nijuu could be another source of inspiration for us (especially the single-voice echo).

Details will come if it ever gets to a point where it'll be worth mentionning.

Posted: Thu Nov 19, 2009 3:24 pm
by neilbaldwin
Bregalad wrote:Well that's why I'm still planning to write with Celius a kind of enhanced MML that DOES support sound effects (even multiple at a time) and that IS speed and RAM-usage optimized for a game. We want to make it cross platform too and all special effects will be optional (so that you can get rid of those you don't use, and even code your own). Nijuu could be another source of inspiration for us (especially the single-voice echo).

Details will come if it ever gets to a point where it'll be worth mentionning.
The single-voice-echo would definitely be really superb for SFX, it uses very little CPU time (relatively). It's quite RAM-hungry though, depending on how long you'd like the delay between echoes.

If you're ever in a position to do something with it, no problem in getting the code.