It is currently Thu Oct 19, 2017 11:17 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 8 posts ] 
Author Message
PostPosted: Thu Jan 14, 2016 6:22 am 
Offline
User avatar

Joined: Sat Sep 07, 2013 2:59 pm
Posts: 1401
Music for the NES can be created by FamiTracker. But what is the equivalent if you want to create sound effects?

FamiTone works differently for music and sound effects: Music is created from a FamiTracker text export. Sound effects are created directly from an NSF file.
So, I assume you cannot really use FamiTracker to do stuff like explosions or something like that.

Therefore what is the best tool to create different sound effects that can then be converted into a single NSF file?

_________________
Available now: My game "City Trouble".
Website: https://megacatstudios.com/products/city-trouble
Trailer: https://youtu.be/IYXpP59qSxA
Gameplay: https://youtu.be/Eee0yurkIW4
German Retro Gamer article: http://i67.tinypic.com/345o108.jpg


Top
 Profile  
 
PostPosted: Thu Jan 14, 2016 6:28 am 
Offline
User avatar

Joined: Mon Jan 03, 2005 10:36 am
Posts: 2962
Location: Tampere, Finland
DRW wrote:
So, I assume you cannot really use FamiTracker to do stuff like explosions or something like that.

Why not? You can export as NSF from FamiTracker.

_________________
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: kkfos.aspekt.fi


Top
 Profile  
 
PostPosted: Thu Jan 14, 2016 6:37 am 
Offline
User avatar

Joined: Sat Sep 07, 2013 2:59 pm
Posts: 1401
But why are sound effects handled differently in FamiTone?

I mean, in this case, I could compile the sound effect the same way I would compile a regular song.

Why is there a difference in FamiTone between songs and sound effects if the same program (FamiTracker) is used to create both?

_________________
Available now: My game "City Trouble".
Website: https://megacatstudios.com/products/city-trouble
Trailer: https://youtu.be/IYXpP59qSxA
Gameplay: https://youtu.be/Eee0yurkIW4
German Retro Gamer article: http://i67.tinypic.com/345o108.jpg


Top
 Profile  
 
PostPosted: Thu Jan 14, 2016 6:54 am 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19102
Location: NE Indiana, USA (NTSC)
Probably because it's more RAM-efficient to represent sound effects differently. If you're playing one song and two sound effects, you don't want three complete musical contexts running at once.


Top
 Profile  
 
PostPosted: Thu Jan 14, 2016 6:59 am 
Offline
User avatar

Joined: Fri May 08, 2015 7:17 pm
Posts: 1773
Location: DIGDUG
The difference isn't Famitracker.

The difference is in Famitone.

(In my opinion)... Famitone2 was designed and refined to take up as few bytes of memory as possible (and run as quickly as possible)*, and some compromises were made to remove several features... and (I think) Shiru wanted to allow every possible Famitracker effect for sound effects, which usually DON'T take up alot of ROM space, so he used the NSF format.

(EDITED)
* The famitone2 sound engine uses only 5% of the logic time. (I overestimated it earlier).

I suppose you could write each sound effect as a unique 'song' for Famitone2, and skip the NSF step completely, but you'd have to think of a way to keep the main song from jumping back to the start.

_________________
nesdoug.com -- blog/tutorial on programming for the NES


Last edited by dougeff on Thu Jan 14, 2016 7:17 am, edited 1 time in total.

Top
 Profile  
 
PostPosted: Thu Jan 14, 2016 7:07 am 
Offline
User avatar

Joined: Sun Nov 09, 2008 9:18 pm
Posts: 983
Location: Pennsylvania, USA
GGSound provides music and sound effects right out of the box. Just prefix your famitracker song with sfx_ and the GGSound text-to-asm converter turns it into a sound effect.


Top
 Profile  
 
PostPosted: Thu Jan 14, 2016 7:14 am 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19102
Location: NE Indiana, USA (NTSC)
In Pently, my own music engine, sound effects are more similar to FamiTracker instruments than to songs. But I don't yet have an automated way to transcribe FamiTracker music into Pently format; it's currently more like MML or LilyPond.


Top
 Profile  
 
PostPosted: Thu Jan 14, 2016 7:45 am 
Offline
User avatar

Joined: Sat Sep 07, 2013 2:59 pm
Posts: 1401
O.k., thanks for the information. I'll tell my composer to do the sound effects in FamiTracker then.

_________________
Available now: My game "City Trouble".
Website: https://megacatstudios.com/products/city-trouble
Trailer: https://youtu.be/IYXpP59qSxA
Gameplay: https://youtu.be/Eee0yurkIW4
German Retro Gamer article: http://i67.tinypic.com/345o108.jpg


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 8 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group