Author Topic: TRAXE2 chiptune tracker  (Read 13310 times)

0 Members and 1 Guest are viewing this topic.

Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
TRAXE2 chiptune tracker
« on: September 22, 2011, 01:20:38 pm »
TRAXE v2 work in progress

[ Invalid YouTube link ]

Versions:
Traxe v1 Latest build + manual

Spoiler for older versions:
Spoiler For Spoiler:
Real Chipsound is a WIP chipsound engine for axe. There will be 2 versions: SuperTIsound and Mono Tune
SuperTIsound is high performance which means that it's great for menu's and titlescreens or even cutscenes, but it uses a lot of processing power so you will have to use another type called MonoTune. This is a very simple engine that plays short mono tones. This uses around 40% of the processor(normal mode), but this percentage will eventually decrease.

New vid on the tracker:
[ Invalid YouTube link ]

Spoiler For Spoiler:
I made this early version of SuperTIsound:


This is a newer version:



Wishlist:
Tracker
Short notes
Pitch sweeps
Vibrato
Noise drums
« Last Edit: December 25, 2013, 06:21:49 am by Keoni29 »
If you like my work: why not give me an internet?








Offline JustCause

  • CoT Emeritus
  • LV8 Addict (Next: 1000)
  • *
  • Posts: 810
  • Rating: +115/-5
    • View Profile
Re: TI Real Chipsound engine
« Reply #1 on: September 22, 2011, 03:27:16 pm »
You are a god. I have always wanted to use legitimate music in Axe games, but could never do the wave arithmetic and whatnot...you are my hero. Please release this yesterday.
See you, space cowboy...

Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
Re: TI Real Chipsound engine
« Reply #2 on: September 22, 2011, 03:42:45 pm »
Version 0.2 recording. Very poor quality. Blame my phone :p
Added:
-wavelength table
-frame support
-a fun demo song
-some optimization

Planned:
-2nd square channel
-Arpeggios
-Long notes
-External song files
If you like my work: why not give me an internet?








Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: TI Real Chipsound engine
« Reply #3 on: September 22, 2011, 05:22:36 pm »
I'm a little confused as to what this project entails, what is a chipsound exactly?  How does it differ from the built in tone playing in Axe?  You say it's high performance, and then say it takes a lot of processing power, what do you mean exactly?  It sounds really cool, i'm just not quite sure what it is yet ^^

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: TI Real Chipsound engine
« Reply #4 on: September 22, 2011, 06:27:53 pm »
This sounds pretty cool, but I'm with Builderboy.  Can you explain a little more as to what this is?  Thanks. :)

Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
Re: TI Real Chipsound engine
« Reply #5 on: September 23, 2011, 02:22:43 am »
Basically I will use the freq( command for 2 square waves and a white noise generator for drums. When 2 notes are played at once it plays a slow or a fast arpeggio(depends on the arpeggio mode you are in). The fast arpeggio will blend the sounds more than the slower arp. SuperTIsound doesnt use interrupts. It has to play very long squares compared to monotune. Drumsounds dont blend in, but they replace the sound of the squares. This doesnt sound strange and it saves some code. High performance stands for: long notes, polyphone square and drums. Monotone only has some small square beeps. Explained?
If you like my work: why not give me an internet?








Offline Spyro543

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1189
  • Rating: +74/-3
    • View Profile
Re: TI Real Chipsound engine
« Reply #6 on: September 23, 2011, 06:41:06 am »
I get it now. AND MAKE A TRACKER please.

Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
Re: TI Real Chipsound engine
« Reply #7 on: September 23, 2011, 09:13:37 am »
The arpeggio blending works now and there are 2 squares. I have to optimize some code before I release the first pre-alpha
I am designing a tracker right now. Maybe I will make some sort of Cubase/fruityloops design for the pattern editor.

(Rate my posts if you think this project is helpfull. Then I will consider to make a tracker)
« Last Edit: September 23, 2011, 09:15:19 am by Keoni29 »
If you like my work: why not give me an internet?








Offline JustCause

  • CoT Emeritus
  • LV8 Addict (Next: 1000)
  • *
  • Posts: 810
  • Rating: +115/-5
    • View Profile
Re: TI Real Chipsound engine
« Reply #8 on: September 23, 2011, 09:18:03 am »
(Rate my posts if you think this project is helpfull. Then I will consider to make a tracker)
This isn't Reddit. Regardless, the project definitely earned my +1. :)
See you, space cowboy...

Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
Re: TI Real Chipsound engine
« Reply #9 on: September 23, 2011, 09:18:52 am »
Okay then I will make a poll :)
If you like my work: why not give me an internet?








Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
Re: TI Real Chipsound engine
« Reply #10 on: September 23, 2011, 11:18:39 am »
Added a poll. Please vote!

I want to add some more notes to the wavelength table so that you can make interesting compostions. I have a very simple song that I made earlier for a prototype of Mono Tune. It's fully compatible because I used the same wavelength table. I will record some of it and put it on youtube.
If you like my work: why not give me an internet?








Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: TI Real Chipsound engine
« Reply #11 on: September 23, 2011, 11:49:42 am »
no megaman songs? D:
Sig wipe!

Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
Re: TI Real Chipsound engine
« Reply #12 on: September 23, 2011, 01:11:16 pm »
Nope those are too fast :P Do you know any slower mm songs?
If you like my work: why not give me an internet?








Offline Yeong

  • Not a bridge
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3739
  • Rating: +278/-12
  • Survivor of Apocalypse
    • View Profile
Re: TI Real Chipsound engine
« Reply #13 on: September 23, 2011, 06:01:16 pm »
bubble man, splash woman, star man, knight man, etc.
Sig wipe!

Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
Re: TI Real Chipsound engine
« Reply #14 on: September 24, 2011, 03:32:02 am »
Please vote in the poll. I can add some features that are required to play the song such as virato and portamento.
Edit: I used famitracker to write the music in. Now I have to convert it by hand. I have to add some more wavelengths to the table for the bass.
« Last Edit: September 24, 2011, 04:38:16 am by Keoni29 »
If you like my work: why not give me an internet?