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Author Topic: > DefleMask v0.12.0 RELEASED! <  (Read 193786 times)

Offline kinkinkijkin

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> DefleMask 4.0 Released <
« Reply #45 on: November 27, 2011, 04:21:42 PM »
Not really related, but on the deflemask main website, you spelt coming wrong on coming soon.

Also, for V5, I cannot wait. GB support could help one get a handle on the interface of deflemask and therefore make them get into the fm better...

EDIT: This is gonna sound stupid but...

in V4, there is a crash bug where if you rapidly change the amount of osciliators in an instrument it'll just crash.
« Last Edit: November 27, 2011, 04:53:21 PM by kinkinkijkin »

Offline Delek

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> DefleMask 4.0 Released <
« Reply #46 on: November 28, 2011, 12:49:39 AM »
Not really related, but on the deflemask main website, you spelt coming wrong on coming soon.
Thanks, fixed!.

in V4, there is a crash bug where if you rapidly change the amount of osciliators in an instrument it'll just crash.
That crash was already fixed, but thanks for the report!. :)

Offline Demick12

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> DefleMask 5.1d Released <
« Reply #47 on: December 19, 2011, 05:28:01 PM »
It has been a while since I've been here. Wow... The Gameboy's sound archetecture... It makes me wonder if one could add Gameboy Advance sound to this now...

In the meantime, I absolutely LOVE the Gameboy sound chip. It works great!

I wonder... Would it even be possible to even write in Direct Sound (Advance's sound) to accompany the Game Buy's chip and have Game Boy Advance mode? From what I was reading on The Audio Advance, there are four channels in each Direct Sound channels A and B. They are DACs supposedly. I wonder how much information you have on this sort of thing and even IF you are going to implement it at all. There's even a click-less audio sample rate calculator. Anyway, I hope these helped you out.

Anyway, the above is just me pondering about a cool feature. It's nothing I expect to happen anytime soon, if ever. I really don't know how good you are at writing sample playback engines for things like the Advance's Direct Sound or anything. I would probably have volume envelopes similar to the Game Boy's (a sequence of volume levels played per note) if any at all. But all that aside, Direct Sound seems to be a black box at this point, and the game companies who used D.S. won't divulge their little secrets any time soon...
« Last Edit: December 19, 2011, 05:30:31 PM by Demick12 »
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Jorh

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> DefleMask 5.1d Released <
« Reply #48 on: December 20, 2011, 01:16:24 AM »
Deflemask uses SDL. SDL has sufficient sound capability to do a little thing like that. Using DirectSound would tie it to Windows and I'll have none of that. I'm still looking forward to the Linux build.

Anyways, the GBA has the GB chip for backwards compatability (GBA games can use it) and also those DAC channels you mentioned. All sound generation is done in software. I suspect alot of games use normal tracker style sampled sound. And that, I think, is outside the scope of Deflemask. So far we have FM and PSG chips.

As far as I know, the DS is basically the same thing as the GBA, software synthesis.

Offline Demick12

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> DefleMask 5.1d Released <
« Reply #49 on: December 20, 2011, 03:56:11 AM »
Now that you mention it, it is kind of out there and is not what those into chip music would want (I can relate). However, I just threw it out there to get opinions - see what happened...

Also, a bit of trivia: I don't know why those at Nintendo called the channels Direct Sound A and Direct Sound B, but it seems to be confused with Microsoft DirectSound (I can see why immediately). The latter isn't the same as the former, and the former are the DACs from the Advance, of which I speak. Just a bit of clarification on my end from what I've read.

Anyway, it's good to see from a different point of view as to why that wouldn't be acceptable to use in this tracker, as (and I do agree) it would be too much like a MOD tracker.
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Whitesnake

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> DefleMask 5.1e Released <
« Reply #50 on: March 01, 2012, 08:16:22 PM »
Hi Delek, Great Tracker  :)
I was curious to know how you are are capturing DAC audio samples from Mega Drive games? or are you extracting them somehow?

for example the drum samples that come with Delfemask.

Any progress on MIDI support?

Offline Delek

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> DefleMask 5.1e Released <
« Reply #51 on: March 01, 2012, 10:12:13 PM »
I extracted the samples using RAW importing in some audio editor software. However they are not very good. :P

DefleMask 5.2 is progressing slow, but I will release it without any error and with some very nice GUI addons and new a new system support.

Regards.

Whitesnake

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> DefleMask 5.1e Released <
« Reply #52 on: March 03, 2012, 01:05:58 AM »
I'm not sure if this is a bug or by design but I'll try and explain.

When I select copy in the pattern matrix it creates a new copy of the same pattern, the problem is when I edit the copy it changes the original too. The "change all" option is not selected either.

This may have been asked, The Mega Drive is capable of higher than 8000hz samples "I think"  ;) Will there be support for higher in the future?

Offline Delek

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> DefleMask 5.1e Released <
« Reply #53 on: March 03, 2012, 01:46:49 AM »
About the first question, it is intentional, that's how a "Pattern Matrix" works. You should CHANGE the index of the pattern in order to not modify the others with the same index. If you done a pattern with a number index of 0, all the 0 patterns will change if you modify only one 0 pattern. You should done a pattern with, for example, an index of 1 in order to done a different pattern, and so on.

About the second question, you could change the "hz" of a sample changing the sample rate after you loaded a wave file. Also, you can change the pitch and the amplitude.

You should read the manual (also included in DefleMask), because this two questions are answered inside it. :D

Regards.
« Last Edit: April 02, 2016, 08:09:01 PM by Delek »

Whitesnake

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> DefleMask 5.1e Released <
« Reply #54 on: March 03, 2012, 04:47:21 PM »
Sorry Delek, I kind of brushed over the manual and only looked at some of it.

It makes sense now  :)

Whitesnake

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> DefleMask 5.1e Released <
« Reply #55 on: March 04, 2012, 06:33:59 PM »
Just one more quick question, Will there be an Easy Editing mode for FM like Yamaha had on some of their FM synths to help speed up instrument creation?  :D

Offline Delek

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> DefleMask 5.1e Released <
« Reply #56 on: March 05, 2012, 10:49:42 PM »
Like in my YS-200?. :D

Maybe in a future, it is not a priority right now. :)

Regards.

Offline Demick12

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> DefleMask 5.1e Released <
« Reply #57 on: March 21, 2012, 05:15:52 PM »
I heard a rumor that the PC-Engine's sound architecture may be coming soon to a Deflemask near you. If so, then I expect to have loads of fun with this up and coming release of Deflemask! BTW, sorry for not being here, as I was kind of busy with school. I still would love to see what else you could do with this thing (adding more sound additions, etc.)
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Asterra

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> DefleMask 5.2 Released <
« Reply #58 on: April 09, 2012, 07:56:54 PM »
Is there a place I could check for older versions?

I ask because I finally allowed myself some time to check this program out, and it unfortunately instantly crashed, the same way it did for the Vista 64 guy earlier.  Difference is I'm using Windows 7 Ultimate (64-bit).  Never installed or ran DefleMask before, so no possible complications there.

Offline Delek

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> DefleMask 5.2 Released <
« Reply #59 on: April 09, 2012, 08:45:08 PM »
I really want to fix that bug that attack some Windows7/Vista versions, but I could not because I do not have that error in any Windows7/Vista PCs that I can test. DefleMask works right in them!.

I think that it is a videocard incompatibility. Could you please give me some information about your videocard and your system in general?.

Regards.
« Last Edit: April 09, 2012, 08:48:57 PM by Delek »