Cracks in test sound no matter what I do to prevent them
Yes I tried with 21ms latency to no avail. The interesting thing is when the cracks appear JACK doesn't report any xruns and when I record the sinus wave in ardour ardour doesn't report any xruns too and the recording goes on, I can see the cracks as no signal zones in the recorded wave. one thing to note again: the cracks seem to be connected to gui operations of the desktop (I use gnome) such as pressing a button, switching workspaces, moving a window etc.
MIDI Emulator for Mac OS X
I'm trying to set up a patch to have a midi controller trigger specific bangs within the patch. Before I go about buying a MIDI controller, I thought I'd look for a MIDI controller emulator in order to test the use of it. I know all MIDI controllers are not the same, but I figured an emulator would be better than nothing.
I did a few google searches for MIDI emulators for Mac OS X but didn't find much. I found one Monome emulator, but that requires MAX/MSP in order to run.
Any one have any ideas?
Thanks in advance.
DL4 Delay Clone
Doobie,
[delwrite~], [vd~] and [delread~] are your friends when it comes to delay. As far as 'mimicing' the DL4: you're talking here about emulating an emulator! (modeller, to be exact.) I would suggest you figure out what the DL4 is emulating and then go from there. Some really simple emulation can be done with filters and such; in the time domain. There have actually been a few active threads on this stuff recently, do a little looking and see what you can find.
On a side note: is anybody (other than obi) doing any modeling of "real-world" objects in PD? I'm thinking PD is much more suited to doing 'new' things than to recreating antiques.
8 bands parametric EQ. Best options.
Here's where to get The Puckette's Book Pineapple.
~:o)
http://crca.ucsd.edu/~msp/techniques.htm
http://crca.ucsd.edu/~msp/techniques/latest/book-html/
Keep well all ~ SSSSSSSSSSSS
Allpass filter
Artificial Reverberation
http://crca.ucsd.edu/~msp/techniques/latest/book-html/node111.html
All-pass Filters
http://crca.ucsd.edu/~msp/techniques/latest/book-html/node150.html
Patches for windows?
my guess is that patches aren't working for you because you don't have pd-extended...get it here:
http://sourceforge.net/project/showfiles.php?group_id=55736&package_id=76013
for a little mono-synth here is my juno emulator:
http://puredata.hurleur.com/sujet-861-hey-graduated-casio-emulators-got-myself-juno
a dodgy casio sorta sounding one:
http://puredata.hurleur.com/sujet-622-casiotone
and an 'emulation' i did of the casio cz1000, that not surprisingly doesn't sound anything like an actual cz1000, but might be interesting anyway:
http://puredata.hurleur.com/sujet-648-casio-sounds-gets-emulated
Anyone working with chiptunes or console emulation?
well, I've got the four main instruments and the panelling done for my pd-NES, all that's left is to add glue for the sequencing and composition tools. I had to cheat pretty badly on the noise channel though. For the standard noise mode I used the method from zenpho which looks simple and sounds good, but I noticed he didn't emulate the looped-decay noise mode, which all my resources describe as being "difficult", but otherwise provide slightly different explanations of the mode. It appears that emulators and other software that fully emulate the noise channel seem to "wing it" and use their own unique methods. I'm guessing it's because the actual hardware driving the random number generator kicks out one random bit to the 4-bit DAC at 890KHz, which I guess I can't simulate in pd unless I could change my sampling rate to 445kHz (for 4bit codes). I haven't found a good explanation of what happens to each bit - apparently the hardware updates one of two different bit sequences (a 93-bit sequence and a 32kbit sequence, the latter of which makes no sense to me - that's a big load on the memory bus). I've tried creating different kinds of noise generators or 93bit noise samples, and looping them with an interpolating sampler and decay envelope, but it never sounded right. The problem is the noise itself - no matter how fast I loop I never get a smooth tone, or I still hear regular noise over the tone.
I ended up ripping the looped noise sounds from NES games and an emulator, storing them as timbre presets, and using soundfiler and elementary granular methods to transpose. It's definitely cheating, but it doesn't limit me to the 16 pitch colors that the hardware has to choose from. So I got what I wanted, the NES sound without all the NES limitations, but I'm a little frustrated that I couldn't find a solution that uses only generators as opposed to external samples.
Does anyone have a recommendation for correctly emulating the looped-decay-noise sound? I've attached a wav ripped from Megaman that has a D# tone at four different timbres (caused by different decay strengths in the envleope).
Anyone working with chiptunes or console emulation?
Well for now I'm concerned about getting an authentic sound without worrying too much about emulating the specific operation of the hardware. I also want to add a few extras that the original didn't have, like vibrato, sweeping of the triangle channel, and maybe some other small odds and ends.
The pulse channel sound is simple to emulate, especially if you aren't concerned about timing their length & envelope data against other components, like the frame counter or interrupt lines. The triangle is a bit trickier to get authentic.
The noise channel is particularly difficult to emulate, at least for the inexperienced like me. The NES noise sound in itself is easy to reproduce as a sample using 4bit level quantized noise. The 2A03 actually uses a long shift register and a XOR gate to generate a new pseudo-random bitstream for noise samples. Rather than use my very own enveloping like I did for pulse and triangle channels, I will have to reproduce the native specs of the counters/timers and decay envelope modes, especially to get the looped-decay noise channel mode to sound authentic.
So I guess I will be using some of the same dataflow and control logic that the hardware uses, but I want to cut as many corners as I can right now, especially where I can easily provide userdata through the GUI instead of poking 6502 assembly. Then I can use my own, simpler methods for programmable manipulation of all of the inputs, but ideally get the same-sounding output as I would programming the actual hardware.
Right now I'm going through this document to try and get a full picture of the hardware:
http://nesdev.parodius.com/NESSOUND.txt
I believe that has everything needed to directly emulate the channels, I just gotta keep studying the hell out of it until I can determine all of the specifics on timing, mode switching, sample sizes and such.
The zenpho patch looks similar to what I want to use eventually for making real music, I'll probably refer to that a few times. I see he uses a completely diferent PWM routine than I do. Once I get the NES channels sounding properly, I plan to keep adding voices from other old sound chips I enjoy along with more extras and use it as my main synth.
Thanks alot for that headlessbarbie link. Really amazing stuff. I've had thoughts about later on trying to emulate the 2A03 hardware directly, so that I possibly could put pd on a board with a fast CPU (maybe a SuperH) that would be small enough to fit in a NES cart. Then I could use pd as just an interpreter between the user and the real live sound hardware.
Anyone working with chiptunes or console emulation?
Hi, nice idea!
@c0dav0x said:
There's alot of detailed specs for the 2A03, even a manual on programming the hardware, and that helps alot but it still takes me a long time to figure out how to emulate some of the effects. The how~ forum has been very helpful, but I was wondering if anyone else here is into the "8-bit sound", and does any designing/composing with pd?
There was a nice patch by zenpho posted some time ago in the forum (or the mailing list) some time ago
http://www.zenpho.co.uk/chipwave.shtml
that emulates the chip sound quite well. Have a look at it..
Just for curiosity, to which extent do you emulate the 2A03 in pd?
I mean, basic HW spec? How you do it?
About artist doing 8bit sounds, do you know
http://www.headlessbarbie.com/ ?
I heard his songs, very interesting!
cheers
Alberto
Anyone working with chiptunes or console emulation?
Hi everyone, I forget if I already mentioned elsewhere, but I'm new to synth design and for my first project I want to emulate the NES sound device (2A03), which I've got over halfway complete.
There's alot of detailed specs for the 2A03, even a manual on programming the hardware, and that helps alot but it still takes me a long time to figure out how to emulate some of the effects. The how~ forum has been very helpful, but I was wondering if anyone else here is into the "8-bit sound", and does any designing/composing with pd?
Once I finish my 2A03 project and get some experience, I want to move on to emulating the Sega X-Board sound devices, or the Seta x1-010 both of whch seem to have no technical documatation available. Anyone know a good way for analyzing obscure sound devices? Alot of times it's difficult to get samples where only 1-2 channels are playing.