Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Channel 3 Special Mode support? #14

Open
marcb0t opened this issue Oct 6, 2017 · 2 comments
Open

Channel 3 Special Mode support? #14

marcb0t opened this issue Oct 6, 2017 · 2 comments

Comments

@marcb0t
Copy link

marcb0t commented Oct 6, 2017

Is there anyway to support the "Multi Frequency" Special mode for FM channel 3?

Essentially, every operator on a channel 3 instrument can be given a unique frequency value seperate from the FM Multiplier settings.

For most algorithms, this creates a new variety of interesting sound effects and drum sounds, that you won't normally get on standard FM.

On Algorithm 7, it allows you to make a wide variety of 4 note chords with sine waves. Really helps to increase the over polyphony in some cases.

Deflemask allows you to utilize this feature, and even pitchbend, and activating a different vibrato value on each individual operator.

Thanks again!

@sikthehedgehog
Copy link
Owner

Been meaning to do this but I'm lazy :P Probably would need a variant on the $02 and $32 events that take four arguments instead of one. Not sure what numbers to assign to it.

On Algorithm 7, it allows you to make a wide variety of 4 note chords with sine waves. Really helps to increase the over polyphony in some cases.

Or you could take the Streets of Rage route where this mode is used mainly for sound effects. Especially anything to do with punching something (it seems to set ch3 in special mode and then go wild with the frequencies).

@marcb0t
Copy link
Author

marcb0t commented Oct 7, 2017

I am very happy that you even considered integrating this feature!

Yes, there is a whole world of unique sounds you can get from this feature alone. And many early Genesis games used it. I was very surprised that "Alex Kidd: The Enchanted Castle" used special mode to make 2 separate percussion tracks each 2OP.

Music programmers were using this feature from the start, and it would be so nice to have access to!

Thanks again for all you hard work and consideration of this! :)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants