Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-14 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff This isn't quite what you wanted, but I extended the soundtrack class a bit:https://dl.dropboxusercontent.com/u/165 … track2.bgtIt has what drum-like sounds I could scrounge up (set instrument to 0. B1-E2 and C5-Bb5 are all t

Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-08 Thread AudioGames . net Forum — Developers room : guilevi via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff Hi,@CAE, I know most of these changes wouldn't be worth it to implement, but I'm posting the full list out here anyway so if philip sees this and feels it would, here they are. Sighted people can use trackers which we of co

Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff 1. I'm with you on this one. Here's the best I could do (the function you want starts "void noise"), which I have compared to NES and Genesis and found lacking.2. We could do this for songs playing in the engine

Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff 1. I'm with you on this one. Here's the best I could do (the function you want starts "void noise"), which I have compared to NES and Genesis and found lacking.2. We could do this for songs playing in the engine

Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff 1. I'm with you on this one. Here's the best I could do, which I have compared to NES and Genesis and found lacking.2. We could do this for songs playing in the engine, but not if we want to save them as wave files. It woul

Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net Forum — Developers room : guilevi via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff Hi,@camlorn like I said in my other chiptune topic, there aren't any good chiptune soundfonts out there. There're a few which work for most stuff but each one has a problem that makes it unusable at one point or another.

Re: BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: BGT ToneSynth noise channels, macros and other stuff What about multiple tracks, chords, and the like?I might add this to Libaudioverse.  It's already got all the basic objects to do it, and anything that might sell, and the like.  Would be interesting, if nothing else, though s

BGT ToneSynth noise channels, macros and other stuff

2014-10-07 Thread AudioGames . net Forum — Developers room : guilevi via Audiogames-reflector
BGT ToneSynth noise channels, macros and other stuff Hi there,Lately I've been looking at many ways of writing chiptune music. I have found a few alternatives as stated in my topic in the off-topic room, but the only one that I managed to get to work was MCK, a way to convert MML (