Any Tips and Tricks? - FamiTracker

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## Any Tips and Tricks?

General discussion about tracking, help and support.
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tntey
  Posts: 1
  Joined: Mon Mar 07, 2016 12:53 am

### Any Tips and Tricks?

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Post by tntey » Mon Mar 07, 2016 12:56 am

I am pretty new to the whole composing/famitracker scene and I was wondering if anyone could give me some pointers or tips on using and making music with famitracker.
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lamsorz
  Posts: 56
  Joined: Tue Aug 25, 2015 6:54 am

### Re: Any Tips and Tricks?

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Post by lamsorz » Mon Mar 07, 2016 2:12 am

make all of your music sound like konami and anime, that'll get your song thread lots of views.
throw in some undertale for good measures
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Famulator
  Posts: 24
  Joined: Sat Nov 21, 2015 5:51 pm
  Location: the movie

### Re: Any Tips and Tricks?

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Post by Famulator » Mon Mar 07, 2016 2:29 am

> lamsorz wrote:make all of your music sound like konami and anime, that'll get your song thread lots of views.
> throw in some undertale for good measures

and dont forget to always use vrc6!!! or else nobody will care about your work.
in all seriousness, there are tons of tips and tutorials on the web that may help you with famitracker. here's a good place to start if you're unfamiliar with most everything. the wiki is also a big help.
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MiniMacro
  Posts: 933
  Joined: Mon Apr 20, 2015 8:47 pm
  Location: Trapped in a 2A03

### Re: Any Tips and Tricks?

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Post by MiniMacro » Mon Mar 07, 2016 3:27 am

Name your instruments after what they're supposed to sound like. Also, listen to criticism when it's given.
wow this is total BS
mmsound.bandcamp.com
you can see my beautiful music there~
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Daggdroppen
  Posts: 31
  Joined: Thu Feb 25, 2016 7:01 pm

### Re: Any Tips and Tricks?

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Post by Daggdroppen » Mon Mar 07, 2016 1:26 pm

I would like to know how I can use plugins. There should be a couple of plugins (cant remember the namnes).
https://m.soundcloud.com/daggdroppe
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MiniMacro
  Posts: 933
  Joined: Mon Apr 20, 2015 8:47 pm
  Location: Trapped in a 2A03

### Re: Any Tips and Tricks?

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Post by MiniMacro » Mon Mar 07, 2016 8:56 pm

There's no plugins. There are forks, but not plugins.
A fork is a third party modification.
wow this is total BS
mmsound.bandcamp.com
you can see my beautiful music there~
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Famulator
  Posts: 24
  Joined: Sat Nov 21, 2015 5:51 pm
  Location: the movie

### Re: Any Tips and Tricks?

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Post by Famulator » Mon Mar 07, 2016 10:53 pm

if you mean expansion soundchips (extra channels), they can be accessed by Module --> Module Properties or Ctrl+P in windows
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Stratelier
  Posts: 378
  Joined: Sun Apr 26, 2015 7:46 pm

### Re: Any Tips and Tricks?

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Post by Stratelier » Tue Mar 08, 2016 2:43 am

> MiniMacro wrote:Name your instruments after what they're supposed to sound like.

First serious reply in this thread.
Anyway, here's a quick refresher of the 2A03's basic capabilities:
Pulse channels 1 and 2: Typically used to score melody and accompaniment/harmony.
Triangle: Typically used for basslines. Can also be used for tom drums. No volume control on this channel.
Noise: The go-to channel for percussion instruments.
DPCM: General purpose sound effects (e.g. the duck quacks from Duck Hunt). Many later NES games used it as a second percussion channel (e.g. timpani in Super Mario Bros. 3, kickbass drums in most Konami games).
Pulse channels have three (okay, technically four) duty cycles / timbres available, which are:
0 - 12.5% wave - has a very tinny, buzzy sound to it. (analogues: trumpets, acoustic guitar)
1 - 25% wave (and 3 - 75% wave) - Less tinny/buzzy, more reedy. (analogues: sax, electric guitar)
2 - 50% wave - Beepy. Just beepy. (analogues: flute, piano, bells)
The Noise channel also has two duty cycles to it, which are:
0 - Regular noise
1 - 'Periodic' noise, which has a distinctive electronic buzzing sound to it.
But a huge part of what defines a channel instrument isn't so much its timbre but its volume curve. Here are two very basic types to get you started:
- Fade in (Attack style) - Volume curve ramps up from low to high. A short ramp (e.g. only 2 or 3 ticks from start to peak volume) is useful for giving an instrument a 'soft' strike.
- Fade out (Decay style) - Volume curve starts high and ramps down; exactly how far down is a matter of what the instrument is supposed to be. Many lead instruments start high and ramp down only a small distance, while percussion instruments commonly start high and ramp down to zero (over a span of 5-7 ticks).
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