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 Post subject: Re: SNES music program
PostPosted: Fri Jul 27, 2018 11:05 am 
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Joined: Tue Oct 06, 2015 10:16 am
Posts: 938
Well, he could develop a mic that passes data via the controller or expansion ports :P


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 Post subject: Re: SNES music program
PostPosted: Tue Jan 29, 2019 11:43 am 
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Joined: Wed May 19, 2010 6:12 pm
Posts: 2851
I've updated it quite a bit.

To make a user defined instrument, set the instrument parameter to 3, and press left or right to go to the user defined instrument screen. Sample size is (N+1)16 where $0000 is 16 samples, and $03FF is 16384 samples. You can mix up to 4 oscillators. The "wave" parameter doesn't do anything yet so just ignore it. A frequency of $0400 is "normal". In order to hear it, you must press render to update the BRR sample to the SPC700 chip.


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music program.zip [21.68 KiB]
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 Post subject: Re: SNES music program
PostPosted: Tue Jan 29, 2019 4:28 pm 
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Formerly Espozo
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Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3459
Location: Richmond, Virginia
What are the controls? I can move the cursor around, but I haven't been able to make anything happen beyond that, unfortunately. It might be a good idea to include a readme file at some point for if you plan on distributing it outside of NESDev. Fantastic work, by the way.


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 Post subject: Re: SNES music program
PostPosted: Tue Jan 29, 2019 7:06 pm 
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Joined: Wed May 19, 2010 6:12 pm
Posts: 2851
It uses the keyboard and the mouse.


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 Post subject: Re: SNES music program
PostPosted: Tue Jan 29, 2019 9:48 pm 
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Formerly Espozo
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Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3459
Location: Richmond, Virginia
Okay, I see now. I wasn't expecting whatever is mapped to the start button to enable you to modify the values.


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 Post subject: Re: SNES music program
PostPosted: Tue May 14, 2019 9:50 pm 
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Joined: Wed May 19, 2010 6:12 pm
Posts: 2851
I've been starting to work on this thing again, and I'm wondering how much of a difference there will be between a BRR sample using only filter 0 (raw 16-bit PCM) blocks and a BRR using all 4 filters. I got the range bits working, but not the filter bits.


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 Post subject: Re: SNES music program
PostPosted: Tue May 14, 2019 11:40 pm 
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Joined: Sun Apr 13, 2008 11:12 am
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Location: Seattle
The filter bits "just" let you trade off some amount of sharpness for some amount of reduction of quantization noise. As to how to decide when is appropriate? Last time I said to pick it as a function of what desired frequencies exist in your output, and use the filters to remove higher harmonic content.


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 Post subject: Re: SNES music program
PostPosted: Thu May 16, 2019 8:16 pm 
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Joined: Wed May 19, 2010 6:12 pm
Posts: 2851
Attachment:
music engine.zip [22.27 KiB]
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Now you can use 4 waveforms for the additive synth section:
1: square
2: 25% pulse
3: 12.5% pulse
4: sawtooth

The part that does BRR sample conversion automatically decides if sample blocks use filter 0 or filter 1. I didn't implement anything with filter 2 or filter 3 yet.


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