ChanServ changed the topic of ##yamahasynths to: Channel dedicated to questions and discussion of Yamaha FM Synthesizer internals and corresponding REing. Discussion of synthesis methods similar to the Yamaha line of chips, Sound Blasters + clones, PCM chips like RF5C68, and CD theory of operation are also on-topic. Channel logs: https://freenode.irclog.whitequark.org/~h~yamahasynths
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<cr1901_modern> https://vocaroo.com/i/s0phLBHNPZZU crowdsource... anyone know the source of this clip? Sounds like SNES or N64 samples. The samples sound like the same used in DKC3
<cr1901_modern> whatever synth was used for that game
<cr1901_modern> Reminds me of Rocket Run https://www.youtube.com/watch?v=MEgaA_SocCw
<superctr> is that MSGS?
<superctr> roland samples anyway
<cr1901_modern> Not sure :(... the samples are DEF familiar
<cr1901_modern> Of course it could be PS1 samples too, since PS1 chip is "just" the SNES chip mk ii
<superctr> had it been PSX the song would have drowned in reverb
<superctr> so i don't think so
<superctr> but those samples really sound like MSGS or sampled from a SC55
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<cr1901_modern> Lord_Nightmare: Been thinking about "sampled music on OPL" again, where you force part of an operator's phase to elapse to 0db attenuation and then instantly cut the frequency to 0. Have you seen code to do this in practice or is this just in theory?
<Lord_Nightmare> i believe that pinball dreams/2 and pinball fantasies for dos actively do this
<Lord_Nightmare> i have a copy of pinball dreams deluxe (which is pinball dreams and 2 in the same executable, on a cd)
<Lord_Nightmare> uses cd audio for the spidersoft logo theme (i actually prefer the original mod version)
<Lord_Nightmare> cr1901_modern: ^
<cr1901_modern> cool, thanks... mainly curious how the devs know how long to wait to get attenuation to 0 for a given channel's phase (in addition to knowing when the attenuation is at maximum).
<cr1901_modern> You can make an educated guess how long it takes to reach 0 att by dividing the clk freq by the number of slots, but that doesn't help you sync to a known attenuation level for a given channel's operator
<Lord_Nightmare> i remember it may have been too quiet if you ran it on an opl3 or opl3sa2 in my case
<Lord_Nightmare> so there may be some screwyness with the way that digital illusions/spidersoft did the opl2 hack
<Lord_Nightmare> it also may not work properly with computers which run faster than a certain speed due to timing calibration int16 limits or something
<Lord_Nightmare> who knows
<Lord_Nightmare> like how simcity 2000 installer gets confused if you have more than 8mb of ram
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<cr1901_modern> wait what?
<cr1901_modern> I'm _pretty_ sure I've installed simcity 2000 on a machine w/ more than 8mb
<cr1901_modern> in... 1999 no less lol (yay old computers in elementary school)
<Lord_Nightmare> it may have been 32mb... you can, but it will yell that you don't have enough ram, because it sees max of 32mb, so it does ramsize_in_mb mod 32
<Lord_Nightmare> and sees 0
<Lord_Nightmare> if you have 4gb
<Lord_Nightmare> so it thinks you have 0mb of ram
<cr1901_modern> that's good
<cr1901_modern> nothing wrong there
<ValleyBell> cr1901_modern: It's this MIDI played with MSGS: http://vgmrips.net/misc/dkc3undr.mid
<ValleyBell> (which for some reason isn't on vgmusic.com - I dumped it from an old Mario fangame)
<cr1901_modern> ValleyBell: Thanks
<ValleyBell> Interestingly it's Windows 3.1 compatible MIDI, i.e. channels 1-10 and 12-16 are the same.
<cr1901_modern> what does "the same" mean in this context?
<ValleyBell> 1-10 were for OPL3, 12-16 for OPL2 or so
<ValleyBell> so you have the same drums on channel 10 and 16
<cr1901_modern> they are the default instruments as Windows 3.1?
<ValleyBell> Windows 3.1 has some special system with "Basic MIDI" and "Extended MIDI".
<ValleyBell> where you would put a "light" and a "fuller" version of the same song in the same MIDI
<ValleyBell> Just to make it clear: The MIDI is originally from vgmusic.com or a similar site.
<ValleyBell> and someone put it in a fangame, where I dumped it from
<ValleyBell> It was not made for that fangame.
<cr1901_modern> I understand, but the question was specifically re: the MIDI
<cr1901_modern> and it was sufficiently different from the SNES samples that I didn't recognize it
<cr1901_modern> err, let me rephrase...
<cr1901_modern> I definitely recognized the samples as being familiar, but I couldn't pin it down from that MIDI what the original source was
<ValleyBell> ... I really have no idea where I could find decent documentation on how MIDIs were to be composed for Win3.1
<cr1901_modern> You'd be very hard pressed to find documentation on _anything_ Windows 3.1, tbh
<ValleyBell> I'm pretty sure there were some notes about that Basic/Extended MIDI stuff, but I can't remember any details.
<ValleyBell> except this: https://support.microsoft.com/en-us/help/84817/using-the-midi-mapper where it mentions the 1-10 and 13-16 channel setup.
<ValleyBell> They scrapped the whole idea of having 2 versions of the same song in a single MIDI with Win95, so it's no surprise you barely find anything about it.
<cr1901_modern> was allocating 10 channels for OPL3 arbitrary?
<cr1901_modern> and 4 for OPL2
<superctr> well, those are midi channels
<superctr> not physical channels
<ValleyBell> actually, that article says something about 13-16 being for "FM synthesizer" and 1-10 being for sample-based synthesizers.
<superctr> presumably they thought you wouldn't ever need more than 4 instruments playing at once lol
<ValleyBell> but the channel allocation is arbitrary
<superctr> back in windows 3.1 they would probably have thought about MT32 or similar devices
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