Author Topic: Virtual Boy audio very closely resembles PC Engine audio  (Read 946 times)

Michirin9801

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Re: Virtual Boy audio very closely resembles PC Engine audio
« Reply #15 on: April 12, 2017, 03:01:52 PM »
While most VB games that I've played never did anything as layered or interesting as what you hear on the PCE, I do recommend the Red Alarm soundtrack.  It has long, hummable attempts at GB/VB techno on each stage.
I listened to it a bit, and yeah it's pretty good! But it ain't beating what I hear on the PCE...

ccovell

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Re: Virtual Boy audio very closely resembles PC Engine audio
« Reply #16 on: April 12, 2017, 05:35:17 PM »
As I had noted.  I think most VB devs treated the audio portion as 2 GBs sewn together.

fragmare

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Re: Virtual Boy audio very closely resembles PC Engine audio
« Reply #17 on: April 13, 2017, 03:45:49 PM »
I've been wanting to know what were the VB's audio specs for a while as I too have noticed the similarities in the sound, I knew it was wavetable but, well, now I know how it compares to the PCE!
Not bad at all, but let me tell you something from experience, having a channel that can switch between both white noise and wavetables really goes a long way when it comes to making good PSG drums, at least a whole lot better than a channel dedicated to playing just noise...
Do you know if the VB is capable of playing samples?


Yes:




How would you ever tell when the red fireball glitch happens?  :P

Interesting the VB's sound hardware is so close to the PCE's.  6-bit wavetables would be nice, less stair-stepping of the waveform.  Anybody know how many bytes of RAM each wavetable can use?  If it's 64 bytes, that should make a nice, square 64x64 sample grid to work with.

Michirin9801

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Re: Virtual Boy audio very closely resembles PC Engine audio
« Reply #18 on: April 13, 2017, 05:07:32 PM »
Interesting the VB's sound hardware is so close to the PCE's.  6-bit wavetables would be nice, less stair-stepping of the waveform.  Anybody know how many bytes of RAM each wavetable can use?  If it's 64 bytes, that should make a nice, square 64x64 sample grid to work with.
I don't know man, the slightly bit-crushed sound of the PCE is part of what gives it its charm in my opinion >w>
I mean, the Famicom Disk System has a 6 bit wavetable channel with a 64 x 64 grid, and well, while it does sound pretty damn nice, I mean it's wavetable synth of course it sounds nice, it doesn't really have that same distinct charm that the PC engine and even the Game Boy's DAC channel have...
Besides, I find it harder to draw the waveforms that I want with a bigger grid, it's easier on the PCE...

But keep in mind that this is coming from the one who legitimately likes Game Boy Advance audio so don't listen to me if you don't want to...

elmer

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Re: Virtual Boy audio very closely resembles PC Engine audio
« Reply #19 on: April 13, 2017, 06:08:48 PM »
Interesting the VB's sound hardware is so close to the PCE's.  6-bit wavetables would be nice, less stair-stepping of the waveform.  Anybody know how many bytes of RAM each wavetable can use?  If it's 64 bytes, that should make a nice, square 64x64 sample grid to work with.

The official docs are out-there if you look for them.  :wink:

It's 32 6-bit-samples per-wavetable, and there are a total of 5 wavetables, but each channel can independently select which one of the 5 wavetables it is going to use (i.e. they're not tied to each channel, unlike the PCE).

Channel 6, and only channel 6, is able to output noise ... but it is a noise-only channel and no wavetable possible.

According to the doc, there is no direct sample-output, and you can only change the wavetable memory when ALL sound output is stopped.

So ... very limited compared to the PCE.

Michirin9801

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Re: Virtual Boy audio very closely resembles PC Engine audio
« Reply #20 on: April 13, 2017, 07:11:33 PM »
The official docs are out-there if you look for them.  :wink:

It's 32 6-bit-samples per-wavetable, and there are a total of 5 wavetables, but each channel can independently select which one of the 5 wavetables it is going to use (i.e. they're not tied to each channel, unlike the PCE).

Channel 6, and only channel 6, is able to output noise ... but it is a noise-only channel and no wavetable possible.

According to the doc, there is no direct sample-output, and you can only change the wavetable memory when ALL sound output is stopped.

So ... very limited compared to the PCE.

So let me get this straight:
You can only have 5 waveforms loaded into memory at a time, and if you want to change one (or more) of the waveforms out for another you have to turn off all the sound channels, then load another waveform, then turn the channels back on?

That sounds pretty limiting, but I think it's workable...

elmer

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Re: Virtual Boy audio very closely resembles PC Engine audio
« Reply #21 on: April 14, 2017, 05:22:47 AM »
So let me get this straight:
You can only have 5 waveforms loaded into memory at a time, and if you want to change one (or more) of the waveforms out for another you have to turn off all the sound channels, then load another waveform, then turn the channels back on?

That's my understand from the doc. I could be misreading it, but it seems pretty clear.