@bouncytorch It's really nice! I was looking into getting some physical modeling libs like sample modeling or swam but I settled with css, as that felt easier to work with.
What is it that you are missing from CSS?
Just playing around with Cinematic Studio Strings. Got it a while back but Haven't touched it until now.
The song is from the game The Last Guardian by Takeshi Furukawa.
Updated the game boy wavetable editor with a additive editor.
Now you can create a wavetable using four methods:
Drawing the waveform, additive, javascript code or simply by dropping a file to import it.
@henrikvberglund I tried emulating the saw but it sounds terrible in almost every mode except one, which happen to be one being used in famitracker.
Famitracker seem to have two modes that you can flip between with pulse width, not sure where they got the second waveform from though
@henrikvberglund But as long as you have that in mind, I think it works pretty good. Also you do have to press the keys with a slight delay, as it can only register one key per block cycle
@henrikvberglund yeah the arpeggio is a bit wonky. It just listens to any overlapping note, it will also register e new note when releasing any key, as it will revert back to the latest pressed key.
I don't think there is any way around that at the moment, as that is just how legato works
@henrikvberglund got it. Yeah that is doable with the mseg. So there is a mseg for amplitude, pwm and pitch. but you could change those out to any kind of modulator you want that might be smoother for building longer sequences.
mseg does support a loop and release part if you set it to gate
@henrikvberglund Oh actually added that already :) you can now make custom arpeggio chords in mono St but stacking overlapping notes.
Pwm sequences are also already a thing with the pwm mseg. But maybe you are referring to something else?
The wavetable editor works like a charm.
You can either draw the waveform or generate it with a bit of javascript code.
Then just export and drag it to the surge window.
@RRider286 I wasnt planning on, but yeah maybe I should.
I mean the square is identical to the nes pretty much. I think its mostly the noise channel that is different?
Vibrato, arpeggios ( 1x & 2x ), editable envelopes for amplitude, pulse width and pitch.
All modulations are updated at 60hz ( NTSC ) and amplitude is limited to 4bit (16 steps ) , all to simulate the original nes sound.