Nice little FX generator and if the author continues, it should a great all round sound FX / Music creation tool!
http://sfbgames.com/chiptone/
BTW, needs flash.
Nice!!! remind me a lot of Dr:Pepper we have in the form some time ago, basically for the fx for games jum, player ETC.
The good point it's have sequencer, but I don't make run succesfully...
Bookmarked :booze:
Thanks for sharing.
NP, Mentalthink.
I can't get enough of these little FX utils, there sooo handy when trying to put together a retro game. =D
But not only for retro games, for scores and extra-life some sounds always looks nice!!!
Nice find! A bit too complex for me though. :-[
Nice find,
reminds me of BFXR.
Nice sounds, but nothing that really stands out.
Hey Nabz32, try this one too:
http://labbed.net/software.php?id=labchirp
I prefer it as an ´updated´ BFXR ;)
I did post about it but got lost by the forum crash.
Pretty good!
LabChirp can produce some levels sounds.
Chiptune may come into its own when the basic sequencer is added though.
yep, I was wondering about that tracker part, it would also be a nice full solution for mobile.
Just tested, heck, it requires flash. :(
Nice. First I had to install the Adobe Flash Player and restart Firefox and I could only access the Synth and Sampler but not the Vocoder and Sequencer. :doubt: The random presets are cool but it does seem too complex for it's needs, at least for games rather than a musician as there would be instrumental presets, and so a library of fixed preset would suit. It would be possible to play an actually melody or rhythm for an event, eg. pick up item. I suppose it would also be handy to get the sfxr data rather than the wav file export as to create the sound file in runtime. Ultimately, it's the sample and song data that only needed. 8) My (https://www.youtube.com/watch?v=kO47vES3XGg) experimental sfxr sequencer and tracker was something that I would like to redo to a simpler form, sort of like the Teenage Engineering Pocket Operators (https://www.youtube.com/watch?v=ssT4YVTNAQ4). ;)
That pocket operator, I´d really like to get the 3 of them. :)
Matchy that site isnt finished, he said he was still working on it.
Cool tool either way, and we can use those samples to create more elaborate sound sequences in glbasic using these wav samples.
In the case of standalone executable Helmos, sprites and wavs are initially produced runtime, so I prefer the sound data. That is point of using sfxr library in conjunction with other sfxr utilities. ;)
I thought this saves files
That only saves binary data for the configuration data file and a wav audio export. What is need is the data for the sound wave. :(
ins$[0] = "3,0.000,0.080,0.950,0.400,0.330,0.000,-0.140,-0.070,0.000,0.000,-0.520,0.000,0.000,0.000,0.030,1.000,0.420,1.000,1.000,0.000,0.000,0.000" // snare
ins$[1] = "2,0.030,0.110,0.080,0.000,0.330,0.000,-0.440,-0.250,0.000,0.000,0.000,0.000,0.000,-0.010,0.000,-0.010,-0.010,1.000,0.000,0.000,0.340,0.000" // bass drum
ins$[2] = "3,0.000,0.050,0.000,0.170,1.000,0.920,-0.070,-0.070,0.000,0.000,0.030,0.000,0.000,0.000,0.030,1.000,0.420,1.000,1.000,0.000,0.000,0.000" // hihat
sfx$ = SFX_DDgui$(ins$[0])
SFXR(sfx$, filename$)
Overall, it's the efficiency of having to create the media at first install run-time on various devices, like with multi-texture re-rendered resolutions and other media, rather than having to ship all pre-made. It also means that new and improved media can be created by simple command, so there's no artist tech support. :P
Data for the sound wave generation would be useless for chiptone as its not compatible with SFXR, chiptone is quite a bit more advanced, sound generation wise than SFXR. You would need a new GLB wave generation code based on the chiptone source to do what you suggest.
Also, when complete, chiptone will all you to sequence your own tunes too. There really two quite different utils altogether.
IMHO wave export can be more desirable on slow mobile systems as its a lot quicker than generating wave data when your game starts. Storage is cheap.
heh...matchy i did that with a midi sequencer Moru helped me to build,
It took scripted inputs to make midi file output.
I lost my original code, but i still have a working exe of it.
You can find a midi lib here on the forums by moru somewhere.
Moru doesnt supply a sample for the format, that you have to work out on your own.
I didnt try to reproduce this because i didnt want to lose another few days programming time......i started to pursue WAV format., but i couldnt work out the format in my head properly.
And scrapped the whole script sound idea altogether.
It is something i would still look into if i had better information resources than what ive found on the internet, which is very cryptic to me.
Perhaps we can team up and do this our selves?
I know music and sound frequencies, and some programming, but i just dont have the proper information to work with WAV formats.
ps. turn down the volume...square and saw formed sound waves can burn speaker coils....if you hear static....its causing damage