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## Noise wave editing outside of Famitracker

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meegosh
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  Joined: Sat Jan 30, 2016 10:43 pm

### Noise wave editing outside of Famitracker

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Post by meegosh » Tue Mar 29, 2016 2:19 am

I've used Famitracker to compose/sequence all of my chiptunes over the years but will be using a different interface (either Reaper or Logic) for an upcoming project. Everything seems fine regarding Square, Sawtooth, and Triangle waves in terms of finding good sounds, using oscillators for vibrato, pitch bends, etc. but I'm having trouble finding a plug-in for the Noise wave that allows for the same type of abilities you get in Famitracker.
I initially thought a white noise generator and an oscillator would more or less do the trick but it's not really cutting it. Does anyone have any plug-in recommendations for Reaper or Logic (or something else) that allows you to manipulate Noise waves to the extent that Famitracker does?
(I searched through older posts and didn't see anything regarding this topic but let me know if there's already something out there that I missed.)
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Xyz
  Posts: 297
  Joined: Tue Apr 21, 2015 4:36 pm

### Re: Noise wave editing outside of Famitracker

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Post by Xyz » Tue Mar 29, 2016 2:43 am

If you can find anything that generates sound based on the output of a LinearFeedbackShiftRegister then you'd just input the information here: http://wiki.nesdev.com/w/index.php/APU_Noise and make its frequency some division of 1.789773MHz by any number on the NTSC line of that table on the same page.
Though if I were you I'd just sample it. (I do hope you're using a 32step triangle wave and not just a smooth triangle generator)
>:( Fuck you hentai boy i hate you squid anus
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meegosh
  Posts: 37
  Joined: Sat Jan 30, 2016 10:43 pm

### Re: Noise wave editing outside of Famitracker

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Post by meegosh » Wed Mar 30, 2016 1:25 am

Thanks for the feedback. After some research I think I'll go the way of making samples.
Thanks for the heads up about the Triangle wave too. If you wouldn't mind checking out my (hopefully logical) synopsis below, I'm trying to understand what's actually going on with this:
In Reaper I'm generating a smooth triangle wave (through the plugin "ReaSynth") and sending it through the "Bit Reduction" plugin which I imagine is quantizing the wave. I've disabled all superfluous functions of the bit reducer (e.g., dithering, noise shaping, etc.) and am working solely with the resolution amount. I set it to 8-bit resolution and it resembled the Triangle wave from Famitracker (i.e., it was warm sounding overall but you could hear the high pitched ringing); however, then I realized doesn't 8-Bit resolution have 256 steps? In which case shouldn't I be using 5-bit resolution which has 32 steps total? But that sounded much harsher than Famitracker's Triangle wave. Am I misunderstanding what you're referring to by "32 step triangle wave" (or is it maybe just a difference in timbre due to however the Reaper plugins were designed)?
Thanks.
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Xyz
  Posts: 297
  Joined: Tue Apr 21, 2015 4:36 pm

### Re: Noise wave editing outside of Famitracker

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Post by Xyz » Wed Mar 30, 2016 1:29 am

no, 5-bit resolution would only be 32 steps if you were making a saw wave. The way the Triangle actually works on the NES is that the channels Just outputs volume 0, then volume 1 until volume 15, then goes back down to volume 14 until volume 0 again. So the reason why you can't change the volume on the triangle channels is because it's already constantly changing volume
Use 4-bit resolution.
>:( Fuck you hentai boy i hate you squid anus
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meegosh
  Posts: 37
  Joined: Sat Jan 30, 2016 10:43 pm

### Re: Noise wave editing outside of Famitracker

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Post by meegosh » Wed Mar 30, 2016 2:40 am

Thanks for the quick response and the information - definitely helping me better understand all of this. Feel free to tell me to shut up at any point but I have another question because I feel like Reaper is misusing the term "bit" (which is potentially adding to the confusion) and want double-check.
Attached are two screenshots. Screenshot "Wave_1" is the wave Reaper is generating for a Sawtooth at 3-Bit resolution; however, I feel like that is a Sawtooth at 2-Bit resolution (with bit values 00, 01, 10, and 11 being the four different amplitude levels). Screenshot "Wave_2" is the wave Reaper is generating for a Sawtooth at 2-Bit resolution; however, I feel like that is a Sawtooth at 1-bit resolution (with bit values 0 and 1 being the two different amplitude levels).
Am I correct in thinking that Reaper isn't using the term "bit" correctly?

Attachments
    Wave_2.tiff (123.24 KiB) Viewed 2995 times
    Wave_1.tiff (116.48 KiB) Viewed 2995 times

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HertzDevil
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### Re: Noise wave editing outside of Famitracker

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Post by HertzDevil » Wed Mar 30, 2016 2:52 am

No, because zero is also an amplitude level, so Wave_1.tiff uses 5 levels, and Wave_2.tiff uses 3. Thus the "bit" count is correct even though these waves do not use all the levels available (in particular these waves should not actually use the zero level as that results in an odd number of steps). Getting an accurate triangle wave from a bitcrusher will probably need a DC offset, but even then aliasing could still be a problem at high frequencies.
refactoring 0cc-famitracker
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meegosh
  Posts: 37
  Joined: Sat Jan 30, 2016 10:43 pm

### Re: Noise wave editing outside of Famitracker

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Post by meegosh » Wed Mar 30, 2016 12:41 pm

Ah, thanks for the input – things are making more sense. I also realized I had the input and Sustain set to -7dB which I believe contributed to the lack of active levels in the bit resolution. (I had a feeling the Reaper-is-wrong approach wouldn’t pan out.)
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