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Messages - raina

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631
MilkyTracker Community / Re: "clean up" after realtime recording?
« on: March 18, 2008, 21:39:14 »
No, there's not really. You can try enabling "Rec. note delays" in the config if you didn't already to make the quantization less coarse but that's about it. An opposite route would be to Shrink patterns and raise the Spd value so you'd have the song playing at the same speed but with only 50% or 25% the rows compared to the original and afterwards blowing up the patterns again. But obviously it won't work well with patterns that already have stuff on them, not without considerable amount of hassle at least, because notes get dumped by the Shrink function.

632
MilkyTracker Community / Re: Ermm Help?
« on: March 14, 2008, 20:21:36 »
Use the keyboard, Luke. ;)

634
MilkyTracker Tracks & Songs / Re: how to insert instruments...
« on: March 10, 2008, 21:41:48 »
Hey hey, phil.

To enter notes (and other pattern data), enable record mode by clicking the Rec. button or by pressing Space when the song is stopped.

635
MilkyTracker Feature Requests / Re: ft2-style shift-tabbing
« on: March 10, 2008, 20:01:21 »
Like I said on IRC, this has gone unnoticed and I suspect the issue on the old forum was a case of misunderstanding. (It's interesting that none of the core team members have found this although there are several of us FT2 veterans in the mix.) But I'm with you, as it stands, I feel that this behavior in tab-to-note mode should be fixed.

636
MilkyTracker Community / Re: loop sync
« on: March 07, 2008, 20:24:57 »
What do you mean? I've used it at school many times. ;)

637
Oops, brainfart. Yes 2^n, not n^2 (fixed the post). But there you go, 32 is half of 64 so our samples would be in tune, mine just 1 octave higher.

638
Deltafire told me once 32 samples was the right length for a C-4 and I've been using 2^n sizes ever since. Dunno for sure if that's what you're looking for but it seems to match VST synths and so on. Also, using 2^n sizes for sample lengths as well as generator period numbers ensures smooth waveform loops.

639
MilkyTracker Community / Re: loop sync
« on: March 06, 2008, 13:53:33 »
If you mean syncing the loop and song speeds, there's no automatic way to achieve this. It's trial and error. Put a note down on the pattern playing the sample at the speed you want and tweak the song speed, BPM and instrument fine-tune values until the loop is perfect.

640
Mr_lou's talking about the formats in the scope of his to-be-launched IndieGameMusic.com which is supposed to feature music from (including but not limited to) sceners who are experienced with and can produce music using trackers. That's the reason for mentioning them. Playing modules on the mentioned portable devices is possible if/when player code for them exists but that doesn't mean it's a standard for the system. I don't know about PSF but most game music formats are just containers for song data and executed player code, both of which could be anything as long as the output fits the platform specs and limitations. A MOD/XM/S3M file is only half of that.

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