Implementing music
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Implementing music
Hi everybody, I program a game with cc65, the music composer writes his music on famitracker. So I tried famitone to implement the music but a lot of effects are not compatible with famitone, so text2data does not want to create my .s file.
So how could I implement it without famitone?
(I did not find information by searching on google, even in assembler.)
Thank you for your answers.
So how could I implement it without famitone?
(I did not find information by searching on google, even in assembler.)
Thank you for your answers.
- rainwarrior
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Re: Implementing music
If you want full support of Famitracker, maybe just use famitracker's NSF driver directly instead of using famitone?
Re: Implementing music
Oh yes, I did not know that famitracker had done a driver. Thank you very much.
Re: Implementing music
What you have to watch out for is that famitracker's driver uses a lot more resources (more cpu time, etc). That may be fine for a small game, but may not be appropriate for a bigger project.MS-DOS wrote:Oh yes, I did not know that famitracker had done a driver. Thank you very much.
My games: http://www.bitethechili.com
Re: Implementing music
Two big drawbacks of using the FamiTracker driver straight up are ROM size and lack of sound effects.
Which effects are used, and how many instruments are used? I may be able to recommend a way to shoehorn the effects into FamiTone2 or another driver that supports other effects.
Which effects are used, and how many instruments are used? I may be able to recommend a way to shoehorn the effects into FamiTone2 or another driver that supports other effects.
Re: Implementing music
Indeed famitracker driver requires a lot of resources, the musics need 7 instruments, for the effects there are Axx, 4xx and Cxx for now.
Re: Implementing music
I hope you don't mean 7 simultaneous voices. Though, you seem familiar with Famitracker, so maybe you mean 7 "Famitracker instruments", which is fine.the musics need 7 instruments
When someone talks about a MIDI file with 7 instruments, they mean simultaneous play, that is why I'm confused.
nesdoug.com -- blog/tutorial on programming for the NES
Re: Implementing music
Here's my advice for each of the effects you mentioned.
Pently:
Pently:
- 45y (vibrato at rate 5, depth y) is supported for musically sensible values of y.
- A0x (volume decrease) can be baked into an instrument's volume envelope, especially its decay phase.
- C00 (stop playback) is supported.
- 4xy (vibrato at rate x, depth y) can be baked into an instrument's pitch envelope.
- A0x (volume decrease) can be baked into an instrument's volume envelope.
- C00 (stop playback) should be supported; if not, use D00 (pattern break) and loop on a silent pattern.
Re: Implementing music
Ah thank you very much for this post, it will help me well.
- Broke Studio
- Formerly glutock
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Re: Implementing music
If you really want to use the famitracker driver and have SFX support, you can use it with Shiru's SFX part of famitone.
Here's the topic : http://nintendoage.com/forum/messagevie ... did=169473
Works fine for me.
Here's the topic : http://nintendoage.com/forum/messagevie ... did=169473
Works fine for me.
My first game : Twin Dragons available at Broke Studio.