If it didn't have any of the modulation it would be 21 minutes of of a chord progression that is basically (iirc) i, II, VI, IV or something like that. I didn't save the lmms file. It sounds very technical but it's easy to set up, hard to get fine tuned to what you want though. It would be cool if I could do it like a switch in C++ where you would have a series of states (so I'd only get interesting intervals) and just have it randomly spit out a number on the switch but I don't see anything that can do that in LMMS. You know what would set LMMS apart from being FL Studio's janky cousin? A way to use python (or even supercollider) natively. I'll have to suggest it if anyone's still working on the damn thing.
Yeah, there is pitch shifters in there that are controlled through an LFO noise oscilator. The idea is it will randomly turn the pitch shifter to a point between -75 cents and +75 cents. It does this in intervals of a half note with the primary chord progression being a bar. The upper "sound" is the same thing but is between -50 and +50 cents. Those and the base note (which remains un altered) are two bars length iirc. I'm doing something similar with the bass line too. Both it's velocity and pitch at different intervals. And the velocity of some of the drums. It's like using a wave form to change a slider instead of generating sound. There's some things too. like the fine tuning/velocity of OSC 2 on the drone. OSC 1+2 is set to phase modulation so it's KIND of like a 2 voice FM synth with random changes on the modulation voice.
LoL that was far better than the real way I came up with it. I tried to do a roper from memory, because I looked at it like 5 times in the monster manuals in my entire life. And I missed spectacularly.
No they don't simulate a chip. you can kinda rig em up to sound like a Amiga mods or SNES spc files but they're just samplers.
But, forgetting about furnace, you can do some great "general chiptune" stuff by just using each chip as synth in and of itself. One thing LMMS has it has a built in SID and NES chiptune thing. But you can put as many of them as your computer can process. And plenty of free vsts.
Wandering through some grimy streets at night while it's raining.
This is super chill.
np it was interesting to build.
If it didn't have any of the modulation it would be 21 minutes of of a chord progression that is basically (iirc) i, II, VI, IV or something like that. I didn't save the lmms file. It sounds very technical but it's easy to set up, hard to get fine tuned to what you want though. It would be cool if I could do it like a switch in C++ where you would have a series of states (so I'd only get interesting intervals) and just have it randomly spit out a number on the switch but I don't see anything that can do that in LMMS. You know what would set LMMS apart from being FL Studio's janky cousin? A way to use python (or even supercollider) natively. I'll have to suggest it if anyone's still working on the damn thing.
Yeah, there is pitch shifters in there that are controlled through an LFO noise oscilator. The idea is it will randomly turn the pitch shifter to a point between -75 cents and +75 cents. It does this in intervals of a half note with the primary chord progression being a bar. The upper "sound" is the same thing but is between -50 and +50 cents. Those and the base note (which remains un altered) are two bars length iirc. I'm doing something similar with the bass line too. Both it's velocity and pitch at different intervals. And the velocity of some of the drums. It's like using a wave form to change a slider instead of generating sound. There's some things too. like the fine tuning/velocity of OSC 2 on the drone. OSC 1+2 is set to phase modulation so it's KIND of like a 2 voice FM synth with random changes on the modulation voice.
A boss theme that sounds like the final act in a horror film.
LoL that was far better than the real way I came up with it. I tried to do a roper from memory, because I looked at it like 5 times in the monster manuals in my entire life. And I missed spectacularly.
uhhh not sure about the tales series, but they look very pre rendery, Legend of Mana is sprites on a painting. I think mostly watercolor.
If you want a good example of complex pixel art look at the SNES version of trials of mana or Treasure of the Rudras.
Though in pixel art, simpler is better. Too much detail (especially from someone just starting) can kill a work.
Well since you're not looking for authentic, maybe go with ease of use? Trackers are really fun but they can be dense.
No they don't simulate a chip. you can kinda rig em up to sound like a Amiga mods or SNES spc files but they're just samplers.
But, forgetting about furnace, you can do some great "general chiptune" stuff by just using each chip as synth in and of itself. One thing LMMS has it has a built in SID and NES chiptune thing. But you can put as many of them as your computer can process. And plenty of free vsts.
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