
Way faster than X ticks per frame of a tempo. OpenSPC has to use extremely high speeds because they are poorly translating most of the stuff into module commands that make it accurate, and because the SNES' version of ticks is in milliseconds, I believe, and is based heavily around the processor's clock cycles, if I remember right.


A friend from an IRC chat knows a lot of in depth stuff about the processor and abilities n stuff. a custom program as part of the game's music engine. they've got docs on all the math done and how it's mixed already.Īctually, knowing a lot about the SNES' abilities and seeing on of the editors they used to make a lot of the music, MoSys FX (actually musyX, which is the next version), the SNES is very very much like the module format (though was probably viewed like midi format stuff is), and I have no doubt they probably used a tracker to make some of the music for games back then, aside from MoSys FX, probably with much finer abilities than going by ticks n stuff. On a side note, too bad they don't have an SNES echo/FIR filter plugin already. Then I can output it to the main SNES echo effect I'm setting up through an echo VST. I need to create a delay on 1 channel that's roughly 0.010 seconds (10ms) to be accurate.
#Renoise note cut on effect column free#
I have no idea what you would call this type of delay, though, because simply searching for VST delay and all only turns up stuff that does make a delay as I want, but it also plays the original audio as well, making instead a single echo type delay, not just delaying the channel's audio by x milliseconds.ĭoes anyone know what this would be called, exactly, or even better, of a simple free plugin I can grab that does only 1 thing: delay the audio playing by xxx milliseconds? instead of screwing with an echo VST to do it. just a simple time delay thing that delays the audio playing on whatever channel or channels you turn the VST plugin on in, and delays for some milliseconds. Thing is, I am sure there is a VST plugin for this kind of delay. but again, this thing only gives rough and imprecise delay time. Right now, I can kinda do it through the directX Echo VST by setting it so only the echo's audio is heard, and there's no feedback so there's only 1 echo, creating a delayed channel by whatever I set the left and right delay to be (must be the same).

The thing I need is just like modplug's SDx note delay, but instead of being only precise to the tick, it has to be far more precise to milliseconds. The effects this game uses is a second slightly detuned guitar in one channel, but also has a few milliseconds delay as well. but need something I can't get precise enough in modplug or the directx VST plugins, or the ones that came with modplug. Hey, I'm working with modplug to practice recreating precise reproductions of megaman X's style, to try to create some original stuff that sounds like it came right out of the SNES cart.
