Page 1 of 6

"Apply to all slots" for DPCM

Posted: Wed Aug 12, 2015 12:54 pm
by MiniMacro
I was thinking that making, say, DPCM triangle, sawtooth, or bass etc. could be made easier with an option to apply a sample to all slots of an octave.
Would it be possible to add this into FT?

Re: "Apply to all slots" for DPCM

Posted: Wed Aug 12, 2015 1:51 pm
by Threxx
MiniMacro wrote:I was thinking that making, say, DPCM triangle, sawtooth, or bass etc. could be made easier with an option to apply a sample to all slots of an octave.
Would it be possible to add this into FT?


Except that DPCM pitching is non-chromatic, so I fail to see how this would be useful for sampled waves or sampled bass.

Re: "Apply to all slots" for DPCM

Posted: Wed Aug 12, 2015 1:58 pm
by MiniMacro
Well, say you're working on a cover of a tune from a game that has a single DPCM bass sample (e.g. Zombie Nation). Applying the DPCM to all slots and then pitching it would save time. Also, DPCM toms.

Re: "Apply to all slots" for DPCM

Posted: Wed Aug 12, 2015 1:59 pm
by MrKyurem
MiniMacro wrote:Well, say you're working on a cover of a tune from a game that has a single DPCM bass sample (e.g. Zombie Nation). Applying the DPCM to all slots and then pitching it would save time. Also, DPCM toms.


If it has a single DPCM bass sample, it's a single DPCM bass sample that isn't pitchable. As Threxx said, pitching is non-chromatic. Putting the DPCM in the C and C# slots won't make them come out as C and C#, no matter how you pitch it. You need another sample.

Re: "Apply to all slots" for DPCM

Posted: Wed Aug 12, 2015 2:01 pm
by Threxx
MiniMacro wrote:Well, say you're working on a cover of a tune from a game that has a single DPCM bass sample (e.g. Zombie Nation). Applying the DPCM to all slots and then pitching it would save time. Also, DPCM toms.


There is no way this game could have had only one DPCM bass sample. There is no way to acquire the necessary pitches with only one sample, as DPCM pitching is non-chromatic.

Re: "Apply to all slots" for DPCM

Posted: Wed Aug 12, 2015 2:07 pm
by MiniMacro
Here is the imported NSF.
Notice the pitched DPCM on octave 0, and then notice how there is only one bass sample, and one orchestra hit.
Look specifically at Frame 08's DPCM channel separately.

Re: "Apply to all slots" for DPCM

Posted: Wed Aug 12, 2015 2:16 pm
by Threxx
MiniMacro wrote:Here is the imported NSF.
Notice the pitched DPCM on octave 0, and then notice how there is only one bass sample, and one orchestra hit.
Look specifically at Frame 08's DPCM channel separately.


Notice how these samples are each only pitched 3 times.

NSFImport only imported the samples on that song. Based on the key they used, they clearly only needed those samples for that song.

Regardless, I still fail to see how this feature has any merit.

Re: "Apply to all slots" for DPCM

Posted: Wed Aug 12, 2015 2:20 pm
by MiniMacro
There are more songs in the game that have pitched DPCM sampling.
Look at the end of Bucky's sample rips pack.
------
Have you ever needed to put the same sample on all slots of an octave?
That's what this feature would be useful for.

Re: "Apply to all slots" for DPCM

Posted: Wed Aug 12, 2015 2:21 pm
by Threxx
MiniMacro wrote:There are more songs in the game that have pitched DPCM sampling.
Look at the end of Bucky's sample rips pack.
------
Have you ever needed to put the same sample on all slots of an octave?
That's what this feature would be useful for.


Why would you EVER need to do this?

Re: "Apply to all slots" for DPCM

Posted: Wed Aug 12, 2015 2:28 pm
by MiniMacro
Making DPCM tom instruments, The Immortal sawtooth DPCM wave, DPCM triangle/pulse wave, orchestra hits, etc.