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furnace's Issues

[YM2612 emulation] Fm instruments don't sound the way they should

emucomparison.zip - this archive contains two wav files, one recorded using Bamboo Tracker with Nuked OPN-Mod emu core (Nuked OPN2 hacked to behave like YM2608 FM block), second is the Furnace output. Difference is clear, and I'm 99.999999% sure I didn't screw up and the instrument is 1:1 identical. On Furnace it sounds horribly dry, so either some FM parameters like detune are improperly implemented (unlikely) or the emulation core isn't good enough. It isn't Nuked OPN2, bc no quantization noise, so what is it?

EDIT:BelPian.zip instrument file, unfortunately in BT format, dont have deflemask on ssd rn

Ability to edit order number via keyboard

Currently it's via left or right mouse click, may cause obvious problem with 20 orders and you want to change next order number to, for example, 00... all trackers I know use keyboard for that.

Suggestion: more than 4 effect columns

SSG has hardware envelopes, that takes some effect space. When coupled with normal music effects (portamento, fine tuning), four effects might not be enough... ZorroTracker had 8 of these. While 8 effect colums might be a lot, if not too much, 5/6 will certainly be of use.

SAA instrument on TIA corruption

Steps to replicate:

  1. Set system to SAA1099
  2. Create an instrument, fill it with tone + noise in waveform macro, set noise frequency just in case
  3. Add TIA
  4. Remove SAA
  5. you will have SAA instrument on TIA, sounding very weird, like some glitchy arpeggio

Some chip suggestions

PSG:

  • Atari POKEY
  • Watara Supervision APU
  • T6W28 (mildly-enhanced SN76489)
  • GBA APU
  • VERA (Commander X16)

Wavetable:

  • 2C33 (FDS)
  • Konami SCC / SCC+
  • VSU-VUE (Virtual Boy)
  • SPGY-1001 (WonderSwan)

FM:

  • YM2413
  • OPL 1/2/3
  • MSX-AUDIO

Sample:

  • RF5C68
  • S-DSP (SNES)

Devendor libraries

The CMake script should allow ppl to link against their own, system-installed versions of the vendored libraries:

  • SDL2
  • fmt
  • libsndfile
  • zlib

General major issues I catched (0.42)

Philips SAA1099/AY-3-8910

  • #18
  • no ability to set tone/noise (ah, on AY it's via wave macro, not too intuitive) or envelope generatorcan it be a macro like in Bamboo?
  • stereo panning effect for SAA1099 (does it work that way?)
  • waveform macro doesn't have envelope option. Is it due to how envelope works on SAA?

AY-8930

  • duty cycle macro works really weirdly, like it lacks some duties, and most of the values are duplicates (8-15 and 0, 1 are the same)
  • wf macro as above, only some values output some weird SMS periodic noise-like buzzing

Neo Geo

  • no ADPCM-B channel. It's Neo Geo CD?

Sega Mega Drive

  • Elis_Fur.zip this zip file contains wav exports and module in question. Not only the volume mixing is off, but also TL sweep on ch3 mode is broken

General PCM

  • #40
  • sample editor, not too pleasant IMO, even compared to DM. I would like to propose sth like BambooTracker's (yeah, I repeat myself with it lol) sample editor:
    Zrzut ekranu z 2022-01-18 13-04-23
  • sample looping doesnt seem to work except Amiga

General FM

  • #19
  • having common FM editor for YM2612 and YM2151 might be a bit confusing, since 2612 doesn't have DT2... it can be grayed out, if having separate editors for each system isn't viable? //invalid

PC Engine

  • When all six channels are being played at max volume, it distrorts. I don't know if it's the intended behaviour of a chip, Deflemask doesn't have it. (?)
  • It's impossible to preview the wave during editing.
  • amiga waves
  • I'm not sure what Duty Cyclr/Noise mode macro does, it appears to be non-functional
  • PCE wavetable cycling sounds dirty wavetable_cycling_PCE.zip, almost like it doesn't wait the end of the wave before switching to the next one //invalid

C64 8580

  • relative duty macro behaves weird, like it doesn't do anything by itself...
  • only via waveform macro, when 5- 7 values are really weird (PWM pulse, and then the combines wave kicks in)
  • sid_bug.zip this test module showcases some weird sound problem with sid. pay attention to how instruments sound in instr editor and how during playback //fixed with 15xx

YM2151

  • LFO controls is nowhere to be found at all, and it's really powerful! (most notably, AMD/PMD patterns)
  • noise mode macro would be cool too

Other

  • #20
  • only YM2151 emu core can be changed, no such ability with other systems like YM2612
  • file import/load is a MASSIVE chore and barely even works. Sometimes, I can't open other modules with "Resource temporariliy unavailable" error turns out, the default window size rendered the file browser invisible
  • When jamming keyboard, only one sound can be played at once, preventing possibility to to check out chords

Surely there are more... I will report them. I am aware fixing all of that will take some considerable amounts of time, just worth having that in one place to track the process of development of this promising software.

[FM synthesis] More effects for controlling operator parameters

For some really dumb reason, Deflemask had control only for attack rates. Why? Bamboo Tracker (and ZorroTracker's alpha) has effects for Decay Rates, Release Rates, MULT, TL, FB.

Also, Brightness effect - it scales the TL of modulators only, depending on an algorithm of affected instrument.

[TIA] 01xx effect acts somewhat unreliably at negative octaves

Tested only on AY, but 01xx stays yellow (is it supposed to mean it's invalid) and doesn't affect the sound at all. 02xx, the inverse of it, works perfectly fine.

P.S: 12xx on SSG is bright green, and turns the channel output into a high pitched noise... there isn't such an effect in documentation for PSG, so it's weird for me

Feature request/idea: support MIDI input

First, thank you for this very interesting project.

It does bring an alternative the the closed-source deflemask engine and GUI,
and it also includes a very capable engine for lots of chips, this is really nice !

As I see you are ready to bring more features to furnace, I think it would
be really cool to be able to use furnace engine (headlessly?) with MIDI input.

If volume, panning, vibrato etc were handled in MIDI and translated into
pseudo-deflemask commands, this would allow musicicans to compose songs
in any DAW, and to play them on simulated hardware, or to export them to .vgm format.

We can discuss and refine these different features, if you are interested in them.

Thanks !

[PC Engine] Wavetable phasing feasibility

I know it was discussed in #16 , where the case is that DM does it in a very dirty way, however I stumbled upon this forum thread, some posts catched my attention: https://www.pcenginefans.com/forum/index.php?topic=21779.0

Each channel waveform buffer is 32bytes. If you did a slow update ( no Txx block transfer), that's ~14cycles a byte in an unrolled loop for transfer. Assuming you changed the waveform on every 'tick' (1\60th), it's 448cycles per channel per frame. 448/119210 = 0.38% cpu resource per frame @ one channel. Not even a full 1% of cpu resource. I mean, just the act of updating it.
In other words, it's almost non existent when it comes to cpu resource. And why Deflemask puts a storage limit of 32, is beyond me. You can do other fun stuff with updating waveforms; adding two different waveforms together and divide by two; create your own 'filtering' or whatever effects directly onto the sample as a realtime process.

The downside of waveform updating on PCE, is obviously you can't match pointer playback position from one set of 32byte sample to another set, for a seamless transition. It makes the phasing a little bit dirty sounding.

Instead of replacing the whole waveform, you have a single waveform (of any length), where you write one byte per 1/60th timing or less to one specific channel - all without turning off the channel. Basically, the PCE soundchip is always in DDA mode. When you write to DDA port (also the waveform channel port), regardless if the channel is in DDA mode or waveform mode - the sample will be output to that channel's DAC. But something interesting happens; where ever that playback pointer is of the channel's waveform, the byte in the waveform memory will be replaced with the byte written to DDA port. So you can corrupt or change the waveform over time, in very specific ways, to create timbre type effects.

๐Ÿค” (if it's not possible here, that's okay, i can understand)

MacOS GUI position problems

On MacOS, the menus do not display the text properly, and the highlight does not track the mouse cursor.
I'm putting these in as one issue cos they might both be symptoms of the same cause, let me know if I should split it into 2.

mouse3

Versions in test:
v0.4.5 - the real release (Furnace-0.4.5-mac.dmg)
and local build using commit 06dfb7e (2022-01-20)

System Version: macOS 10.15.7 (19H1419) / Catalina
MacBook Pro (16-inch, 2019)
Display settings:
Screenshot 2022-01-20 at 10 22 42

Rearrange the FM slider layout

Or, at least, make it configurable, please.

Feeback should be to the left of algorithms. And per- operator parameters should go like: AR - DR -D2R -RR -SL -TL -KS - MULT - DT -DT2 -SSGEG. As of now it's all over it lel

suggestion: vgm export

Exporting to one or several .vgm files would be very useful to play songs created with furnace, on software or hardware players

.vgm format has its limitations but also it is quite universal

Bug: Amiga/Sample instruments don't pitch up, only down

For some reason if you play a sample instrument above B-5 (Which is the initial pitch for some reason) sample doesn't become higher in pitch neither on playback or preview

2022-01-21.16-27-39.mp4

.
(Also just a sidenote: whenever FM instrument import drops the issues tab will be just hundreds of posts of me posting bugs while trying to make a track)

Game Boy negative octaves produce some weird sounds

Most systems uncapable of producing sounds that low, simply output their lowest tone they can. Game Boy is different - instead of a lowest tone, it outputs some weird, faint high pitched whine that is constant for all tones lower than c-0. Above c-0, it outputs the real lowest tone it can, which is B1 afaik.

Noise channel of GB produces the high-pitched noise ๐Ÿค”

Negative octaves (question)

How to use them? I saw, since 0.4.3, they are allowed, but I can select octave lower than 0. Are they accessible only via pitch bend effects? ZorroTracker alpha allowed low tones up to C (-4)

Add ability to wrap cursor around pattern editor edges

It is an option in Bamboo and Famitracker I think, idk how about Deflemask, I don't remember. Basically, pressing left while cursor is on the first track jumps cursor to the last track. In case of YM2612 SN7, pressing left on pattern editor with ch1 selected will bring cursor to noise chan of SN7.

[YM2151] Negative octaves are very glitchy

These low notes output some random pitches, ranging from very high, like octave 6 to bass tones. Not an expert, but shouldn't YM2151 be capable of negative octaves too, like all FM chips?

suggestion: .mod import

I've read in the documentation file about the amiga:

"Effects: none. as of this moment the Amiga doesn't need any effects in particular"

still, being able to import .mod files would be great, and would also allow to quickly 'convert' old-school .mods to play on other chips, or even 'extend' modules by adding some FM to them ;-)

Maybe you could be interested by this project, that converts .mod files into .vgm files, using the OPL4 chip (which is not supported by furnace)

https://github.com/superctr/mod2vgm

Can't turn off the loop flag in macros with lenght=1

When clicking that bar under the macro (loop) I can't unclick it. At all, tried left click, right-click, double click....

EDIT: unclicking the macro is possible for all but last value, why? Also to unlick the loop flag for column 3, I must click one under column 4, wut

FM/Wave sound is not updated as parameters are edited

I am very thankful that such a project arose. While aware that it's still very early in developemnt, some bugs, well, bug me out lol
When editing instrument, it's timbre isn't updated, it does when the stop button is hit.

Also, FM algorithms behave... weirdly. Or maybe I am misunderstanding sth.

Suggestion: effect description displayed on upper/lower bar during input

Both Famitracker and Bamboo has it, Deflemask also was to receive it at one point. When inserting an effect into the pattern editor, a short description is displayed on a lower bar, for example:

inserting "0" into effect columns displays info about effect 00xx: "arpeggio. after using this effect the channel will rapidly switch between note, note+x and note+y.", inserting "01" displays portamneto slide up description.

Install rules for data files

  • There are some demos, but they don't have any install() CMake rules associated with them

  • res/ has a desktop file & some icons that get used in the AppImage generation, but aren't installed when building furnace locally

[PC Engine] Noise mode is incomplete

http://www.blockos.org/releases/pcengine/documentation/HuC6280%20-%20CMOS%20Programmable%20Sound%20Generator%20Manual.pdf according to HuC6280 manual:

The low-order five bits are used to determine the frequency of clock signal to the noise generator. Greater the data higher the noise frequency.
R7 (noise frequency register) defines noise frequency.
This register defines the clock frequency of the noise generator:

fNCL = fmaster / (2 X 32 X 2 X NF)
where NF is the complement of 5 bits data of noise frequency register.

So, if I understand correctly, 32 different noise frequencies should be possible. Furnace supports 10, it seems.

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