Search found 3 matches

by ggf1979
Sat Mar 19, 2016 7:34 pm
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 67590

Re: GGSound: a lightweight sound engine for games

Yeah, basically the primary problem is you have these miniature state machines running for each stream: square 1, square 2, triangle, noise, and DPCM, every frame. Those state machines handle volume, pitch, duty envelopes and dpcm sound effect priority (just added, not yet released in distro), each...
by ggf1979
Mon Mar 14, 2016 2:04 pm
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 67590

Re: GGSound: a lightweight sound engine for games

Thanks for the interest in GGSound guys. Of the current outstanding feature requests, I can add: -Using Bxx for allowing song intros to work. -Pause feature. -DPCM. -envelope based arpeggios. This much is awesome and I thank you! Is there a limit to how many instruments I can put in a song or limit...
by ggf1979
Fri Mar 04, 2016 11:32 pm
Forum: NES Music
Topic: GGSound: a lightweight sound engine for games
Replies: 94
Views: 67590

Re: GGSound: a lightweight sound engine for games

This is great! I'm glad you are working on more features. I too would like to get arpeggios (0xx?) and DPCM, please. That would be a boon to the work I've already done on 11 songs for the project we are working on. I'm currently still playing around with everything but noticed that the FT volume lan...