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  1. In Topic: SNES audio

    12 August 2013 - 08:43 AM

    View Postdsrb, on 08 August 2013 - 12:31 PM, said:

    View PostMaxd, on 08 August 2013 - 09:12 AM, said:

    View Postdsrb, on 07 August 2013 - 09:16 AM, said:

    View PostMaxd, on 06 August 2013 - 04:15 PM, said:

    a FM-like subtractive synth waveform channel which can also do low-fidelity WAV file playback

    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.
    It is a WAV channel. It plays back uncompressed WAV files, it can also do synthesis that is additive or subtractive, it depends on how you construct your waveforms. You can do many kinds of waveforms (sine, saw, square, with filters such as highpass, lowpass, resonance, bandpass, etc) and cycle through frames of waveforms. You can also modify cutoff, phase, playback speed, looping, and vertical shift of the waveform. This allows for all kinds of colorful sounds similar to FM.
    "similar to FM", ehhh maybe through intentional simulation or coincidence, but it's not at all FM-like by nature. It's just (as myself and, in more depth, GerbilSoft already corrected) a PCM channel.

    Similarly, calling it "subtractive" or "additive" is also incorrect since it's simply a PCM channel. People can simulate other types of synthesis using samples, and do it all the time, but that's all it is: simulation. For it actually to be subtractive, it would have to offer its own, separate (read: not built into the sample/s or on the global outputs) filter and whatnot. For it to be additive, it would have to offer multiple sine oscillators to create a composite timbre from scratch. And so on.

    I think this illustrates the dangers of only half-knowing what one is talking about.


    Perhaps, along with the dangers of going off of old homebrew docs from 1998 that were also incorrect. And the main reason I say it is "additive" or "subtractive" in nature as those are the most common kinds of synthesis you see in games and homebrew. And there are filters for the PCM channel alone, not sure how well it qualifies as being "subtractive" that way. It *can* be additive in nature through manipulation of resonance and high-vibrato (pitch bend) commands that act as oscillators. Combine that with a trick that causes the channel to play to multiple sine waves at once and you have not-quite-real-but-close-enough additive synthesis. But enough of me trying to validate my hacky workarounds, you are correct that at its core it is a low-quality PCM channel, and unless it is pushed to extremes it's basically a triangle wave and sample playing channel.
  2. In Topic: SNES audio

    08 August 2013 - 11:10 AM

    Rereading on what a wav is, I now agree as well with Rick.

    Sorry for derailing the thread.
  3. In Topic: SNES audio

    08 August 2013 - 09:59 AM

    View PostAndlabs, on 08 August 2013 - 09:44 AM, said:

    GB channel 3 plays a loop of 32 4-bit samples (appears to be PCM, but pandocs is unclear) at various frequencies and four volume levels.

    This is the reference I have been using for homebrew work, it states that channel 3 is wave. It's also referenced in most other ROMs and documentation as wave.
  4. In Topic: SNES audio

    08 August 2013 - 09:12 AM

    View Postdsrb, on 07 August 2013 - 09:16 AM, said:

    View PostMaxd, on 06 August 2013 - 04:15 PM, said:

    a FM-like subtractive synth waveform channel which can also do low-fidelity WAV file playback

    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.


    It is a WAV channel. It plays back uncompressed WAV files, it can also do synthesis that is additive or subtractive, it depends on how you construct your waveforms. You can do many kinds of waveforms (sine, saw, square, with filters such as highpass, lowpass, resonance, bandpass, etc) and cycle through frames of waveforms. You can also modify cutoff, phase, playback speed, looping, and vertical shift of the waveform. This allows for all kinds of colorful sounds similar to FM.

    It's definitely not just triangle bass or PCM, you can do some crazy things with the WAV channel.
  5. In Topic: SNES audio

    07 August 2013 - 08:04 AM

    Thanks for stating those points, those were somewhat glossed over in my post. Correct, there is no true hardware-based synthesis with the Amiga family, and yes, soft synths for the SNES could exist but are unlikely to ever be made (due to lack of demand and programming difficulty).

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