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Main forum => Media Section => Topic started by: bigsofty on 2015-Jun-24

Title: Chiptone
Post by: bigsofty on 2015-Jun-24
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.
Title: Re: Chiptone
Post by: mentalthink on 2015-Jun-24
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.
Title: Re: Chiptone
Post by: bigsofty on 2015-Jun-24
NP, Mentalthink.

I can't get enough of these little FX utils, there sooo handy when trying to put together a retro game.  =D

Title: Re: Chiptone
Post by: mentalthink on 2015-Jun-25
But not only for retro games, for scores and extra-life some sounds always looks nice!!!
Title: Re: Chiptone
Post by: erico on 2015-Jun-26
Nice find! A bit too complex for me though. :-[
Title: Re: Chiptone
Post by: nabz32 on 2015-Jun-26
Nice find,
reminds me of BFXR.
Nice sounds, but nothing that really stands out.
Title: Re: Chiptone
Post by: erico on 2015-Jun-26
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.
Title: Re: Chiptone
Post by: MrTAToad on 2015-Jun-26
Pretty good!
Title: Re: Chiptone
Post by: bigsofty on 2015-Jun-27
LabChirp can produce some levels sounds.

Chiptune may come into its own when the basic sequencer is added though.

Title: Re: Chiptone
Post by: erico on 2015-Jun-27
yep, I was wondering about that tracker part, it would also be a nice full solution for mobile.
Just tested, heck, it requires flash. :(
Title: Re: Chiptone
Post by: matchy on 2015-Jun-28
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).  ;)
Title: Re: Chiptone
Post by: erico on 2015-Jun-28
That pocket operator, I´d really like to get the 3 of them. :)
Title: Re: Chiptone
Post by: Hemlos on 2015-Aug-02
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.
Title: Re: Chiptone
Post by: matchy on 2015-Aug-02
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.  ;)
Title: Re: Chiptone
Post by: Hemlos on 2015-Aug-02
I thought this saves files
Title: Re: Chiptone
Post by: matchy on 2015-Aug-02
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.  :(

Code: GLBasic [Select]
        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
Title: Re: Chiptone
Post by: bigsofty on 2015-Aug-03
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.
Title: Re: Chiptone
Post by: Hemlos on 2015-Aug-03
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.



Title: Re: Chiptone
Post by: Hemlos on 2015-Aug-03
ps. turn down the volume...square and saw formed sound waves can burn speaker coils....if you hear static....its causing damage