sikthehedgehog / Echo

Mega Drive sound engine
zlib License
95 stars 15 forks source link

Channel 3 Special Mode support? #14

Open marcb0t opened 7 years ago

marcb0t commented 7 years ago

Is there anyway to support the "Multi Frequency" Special mode for FM channel 3?

Essentially, every operator on a channel 3 instrument can be given a unique frequency value seperate from the FM Multiplier settings.

For most algorithms, this creates a new variety of interesting sound effects and drum sounds, that you won't normally get on standard FM.

On Algorithm 7, it allows you to make a wide variety of 4 note chords with sine waves. Really helps to increase the over polyphony in some cases.

Deflemask allows you to utilize this feature, and even pitchbend, and activating a different vibrato value on each individual operator.

Thanks again!

sikthehedgehog commented 7 years ago

Been meaning to do this but I'm lazy :P Probably would need a variant on the $02 and $32 events that take four arguments instead of one. Not sure what numbers to assign to it.

On Algorithm 7, it allows you to make a wide variety of 4 note chords with sine waves. Really helps to increase the over polyphony in some cases.

Or you could take the Streets of Rage route where this mode is used mainly for sound effects. Especially anything to do with punching something (it seems to set ch3 in special mode and then go wild with the frequencies).

marcb0t commented 7 years ago

I am very happy that you even considered integrating this feature!

Yes, there is a whole world of unique sounds you can get from this feature alone. And many early Genesis games used it. I was very surprised that "Alex Kidd: The Enchanted Castle" used special mode to make 2 separate percussion tracks each 2OP.

Music programmers were using this feature from the start, and it would be so nice to have access to!

Thanks again for all you hard work and consideration of this! :)