As for the interpolation, I can kinda relate there. While playing Super Street Fighter II on SNEmulDS on the DS, it probably doesn't have that interpolation as far as I know, so the sound effects and music are crystal clear, (The music sounds a lot better that way.) but when I played it on ZSNES, (Which I later realized had filtering.) I was wondering what the heck was wrong with the sound. It was fairly muffled and compressed.
SNES audio What makes SNES music not "chiptunes"?
#16
Posted 01 August 2013 - 11:41 PM
As for the interpolation, I can kinda relate there. While playing Super Street Fighter II on SNEmulDS on the DS, it probably doesn't have that interpolation as far as I know, so the sound effects and music are crystal clear, (The music sounds a lot better that way.) but when I played it on ZSNES, (Which I later realized had filtering.) I was wondering what the heck was wrong with the sound. It was fairly muffled and compressed.
#17
Posted 05 August 2013 - 01:15 PM
ICEknight, on 31 July 2013 - 10:27 PM, said:
I like just putting on a cubic interpolation through highly advanced (in_gsf), which has pretty comparable sound quality to the we-don't-need-no-stinkin-interrupts performance via midi+soundfont, and has the advantage of not needing a media player that's not winamp.
#18
Posted 05 August 2013 - 04:06 PM
#19
Posted 05 August 2013 - 04:51 PM
#20
Posted 05 August 2013 - 05:02 PM
#21
Posted 05 August 2013 - 08:59 PM
Andlabs, on 05 August 2013 - 05:02 PM, said:
Worse: It's PWM, not PCM. That's why so many games have horribly scratchy music.
#22
Posted 06 August 2013 - 11:25 AM
#23
Posted 06 August 2013 - 11:44 AM
#24
Posted 06 August 2013 - 04:15 PM
JaredAFX, on 30 July 2013 - 02:08 PM, said:
EDIT: Changed the topic title to better reflect the conversations going on.
The Gameboy can be made to sound like the FDS or 2A03, but it is an entirely different beast. The two are extremely different, considering the Gameboy has only three (technically 4) pulse width options, a FM-like subtractive synth waveform channel which can also do low-fidelity WAV file playback, and a noisechannel that is very different from the one of the NES. Also, the NES saw various expansion chips and enhanced audio options, the Gameboy saw (and to this day, but that may change in the coming year) no audio expansion.
On the topic of the SNES not being "chipmusic," the deal with it is that a) it isn't really capable of synthesizing its own sounds b) it plays back and manipulates exclusively samples. Despite the Amiga computers being very popular with sample-based music, they can (and still are) used to synthesize unique sounds to the hardware. Aside from the playback means, the SNES is currently "useless" chipmusic production hardware because of its history as being sample-only, the CPU architecture being a bit difficult to work with (8 bit processor and 16 bit addressing and registers is not "smart"), and being a mainly sample-based machine, it is easily outclassed by Amigas and other sample-friendly family computers from the 80's.
The real question to ask is: is chipmusic simply music made from specialized sound chips that generate waveforms? Or is it music made from teeny tiny samples on chips, cassettes, and other small-storage medias? Yes. Is SNES in line with the NES, Gameboy and Genesis? No. The SNES bridged an interesting gap along with the N64 and PSX between the end of tracker-or-MIDI generated music and the playback of actual recordings, like highly-capable Amiga music and other sample-oriented computers.
EDIT: I guess it's worth mentioning that I am an undergraduate student studying composition and I am working with a professor on a research project that includes chipmusic under its umbrella topic "computer music." It may be also worth mentioning that I have been making chipmusic actively for 3 years and I have spent 1 year learning assembly language quirks for Gameboy and NES. And I am a fairly active LSDJ user. If you have questions about Nintendo hardware let me know.
#25
Posted 06 August 2013 - 10:49 PM
#26
Posted 07 August 2013 - 08:04 AM
#27
Posted 07 August 2013 - 09:16 AM
Maxd, on 06 August 2013 - 04:15 PM, said:
Can you explain what you mean here? Maybe it's technically accurate somehow, but right now, it just looks like a bunch of disparate terms mashed together in a way that makes no sense whatsoever.
Firstly, FM is very different from subtractive, so I'm not sure what equivalence you're trying to paint there. And as far as I knew, the GB's third channel was simply a low-res PCM channel (not WAV, and people need to stop implying the two are equivalent), nothing more, with the fact that it's often used for triangle bass not implying any real subtractive nature.
#28
Posted 07 August 2013 - 11:17 AM
Flygon, on 06 August 2013 - 11:25 AM, said:
DS is a proper sample-based system, with 16 channels and "ADPCM/PCM formats" as well s synthesis derived from the Game Boy channels.
#29
Posted 07 August 2013 - 04:07 PM
TmEE, on 06 August 2013 - 10:49 PM, said:
Actually, it does. Channel 0 can modulate either the volume or frequency of channel 1, and channel 2 can modulate either the volume or frequency of channel 3. Now those were meant to allow tremolo or vibrato, but can and have been used for more than that. The primary use turned out to be modulating the volume at the SAME FREQUENCY as channel being modulated - that allows the volume to be changed at the exact same time as the sample, allowing for higher resolution on the sample (14 bits raw, but those other 6 bits are non-linear... if you adjust them, it's between 12 and 13 bits effective). Most music players allow for using the Amiga sound that way. So do some games and emulators.
And for others, there's nothing inherently bad about PWM. The vast majority of DAC are a combination of resistive ladders and PWM as making a ladder for a full 16/18/20-ish bits requires resistors of too high a precision. So you make a smaller ladder and feed that to a PWM circuit to make the full resolution of the DAC.
#30
Posted 08 August 2013 - 02:26 AM
Best use is what you described though hehe.

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