KungFuFurby / snesgss

Part copy from the Google Code repository by Shiru ( https://code.google.com/archive/p/snesgss/ ), part fork of SNES Game Sound System by Shiru
Apache License 2.0
5 stars 1 forks source link

Echo Buffer/Fir Filter #2

Open anaanook opened 2 years ago

anaanook commented 2 years ago

Unless I'm missing something, this feature seems missing. Is this outside the scope of this project?

I took a quick peek in the driver ASM it looks like echo buffer is just disabled. It'd be easy to imagine where to put some settings for this per song in the interface, and a effect command to toggle echo on a channel.

Personally love echo/fir as it gives the spc700 part of its distinctive sound.

KungFuFurby commented 2 years ago

Two forks (this fork is specifically a redo of an import, though it doesn't have the wiki, now that I think of it) have echo support at the moment: one of them adds the feature as a sound driver command and overwrites various bytes in an AddmusicM or Addmusic405-like fashion. For that reason, I'll instead direct you to https://github.com/pabbster/snesgss for now, since that has the features you're looking for in the song data format and it actually modifies the source in question. Note that I am citing my response in #3 as the reason why there is currently an upper limit caused by the align command: something else may bump down the version requirement, and the fork uses v06 as the compiler (I ended up not using that version because I couldn't compile bass itself initially, but I did succeed with a range of versions... #3 will tell you what I got version-wise).

In order for me to do anything with this, I'd have to probably port over the entire GUI to something else, since currently it's in a Windows only state (and I myself don't actually use that regularly)... or figure out how to get CI working with Borland C++, which is what this program depends on for compilation.

anaanook commented 2 years ago

I think removing the dependency on Borland would be a fantastic goal.. at this point its a bit of a barrier of entry

If you were to port the UI to a more flexible/cross platform solution, what would you go with? wxWidgets?

KungFuFurby commented 2 years ago

My initial thought is a little unusual... Ultimate++. I'm considering the same thing for AMKGUI.

anaanook commented 2 years ago

After just a few hours using this ancient IDE I can safely say that anything more modern would be a huge win. I'll roll a hello world on Ultimate++ and get comfortable with it!

edit: Wow I was not prepared for how simple it was to get going in UPP.. extremely refreshing after it taking SO long to get borland up and running correctly.