GGSound is a lightweight sound engine for NES games. It can do most of the things you hear in games from the 80's and 90's. It comes with a converter which can convert FamiTracker text exports into asm data for use with GGSound.
Thanks to zxdplay for using GGSound in StarKeeper, this inspired me to keep improving my sound engine and continue to make it available for others.
GGSound can be cloned or downloaded from the
Github repository.
There is also a snapshot available on this post, but from now on please use the Github repository.
Features:
-Exporter for FamiTracker text exports
-Works with nesasm3, asm6 and ca65
-Square 1, 2, Triangle, Noise, and DPCM channels
-Volume, Arpeggio, Pitch and Duty envelopes
-Looping envelopes at an arbitrary loop point
-Speed and Tempo
-Looping with the Bxx (must be present in all channels, in unique patterns) command
-Note cuts
-Tempo and pitch adjustment for NTSC, PAL, and Dendy
-Multi-song export
-Sound effects on two channels
-Pause/unpause
-All 87 audible notes in FamiTracker
-No FamiTracker channel effects can be used, only envelopes/macros
-128 of each type of envelope
-128 songs
-128 sound effects
-256 byte long envelopes
You can watch a short intro video for how to use GGSound in a NESASM3 program here:
https://youtu.be/Unc3veECcxc