Hi to everyone here
about the sound on neo, if you want that to change things, it's up to you to decide - guys, please vote, to increase the counter neogeo concerning Deflemask
//when I read the last posts, I realize I'm not the only one to use
Hoot...
Please vote here.
(
http://www.delek.com.ar/forum/deflemask/next-system-to-be-added/)
remember, You must be registered
Neo Geo 4 (7.5 % ) <<<<<<<<<<< NOT ENOUGHT after 2 months , since 06/2015
OPL3 10 (18.9 % )
Atari POKEY 2 (3.8% )
SNES 17 (32.1% )
YM2151 18 (34% )
Amiga (.mod) 2 (3.8 % )
Total Voters: 53
>SpoonyBard: (talk about Yamaha YM2610 sound chip )
'The funny thing about this chip that
I've learned from Hoot Player and scanning through the data of the Neo Geo roms with Audacity is that
the ADPCM-A channels can't play at variable pitches, so they creators would have to use multiple samples of the same instrument recorded in
different pitches. For example...
In most SNK fighters, 3 ADPCM channels are used. One for drums, one for hihats and cymbals and one typically for guitar, while the ADPCM-B
plays the melody along with the FM channels. The remaining ADPCM-A channels were used for sound effects.
In Waku Waku 7, there are typically repeated patterns recorded by musicians playing the song, which would then be looped over the other instruments.
In Pulstar, apparently they used entirely pre-arranged songs and recorded them as a sample in the game, so while the ADPCM-B song plays it at
a low frequency to save space, all other channels are used for sound effects.'
bye , Fred/FRONT I return to work ! ...