Delta Modulation VST? (Nintendo NES's sample channel)

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bitcrusher wrote:didn't take too long - uploaded to same locations (you should see 2 switches on the GUI along the top now).

Glad you like it, wouldn't exist without your post, so use it with pride ;)
-Steve
I'm pretty sure people into NES music or lofi would love this. Run it on a drum track to make it sound like the NES or something.

Much appreciated!

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Hi David,
Any ETA on this? I have chipsounds and love it but this seems like a great
extension of the vibe.
Cheers,
Scott

Most of the processing stuff and impulses are done. We are working on the UI and presets at this point. We hope to release it in a few months.

Cheers

Very good news, indeed! :D

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bitcrusher wrote:didn't take too long - uploaded to same locations (you should see 2 switches on the GUI along the top now).

Glad you like it, wouldn't exist without your post, so use it with pride ;)
-Steve

Hey, I got one more question. You don't have to do it, but if you have time, could you?


I found a frequency chart of all the DMC channels of the NES, from $0 to $F

I was wondering if you could make the sample rate free from snapping onto decrements of 48khz.

If you go here, you'll see a pitch table:

http://wiki.nesdev.com/w/index.php/APU_DMC

And is it possible to make a highpass filter switch that synchronizes with the sample rate? The NES's DM channel is more of a triangular form than a square step form, like this:

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If you don't want to that's ok.

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clayman256 wrote: I found a frequency chart of all the DMC channels of the NES, from $0 to $F

I was wondering if you could make the sample rate free from snapping onto decrements of 48khz.
I suppose it is possible but it would require oversampling one way or another, and would result in a softer sound most likely (aka Ableton Live's 'soft' control on the redux effect). I'll keep it in mind if I get some time, I have the pitch table stored in source..
clayman256 wrote: And is it possible to make a highpass filter switch that synchronizes with the sample rate? The NES's DM channel is more of a triangular form than a square step form, like this:
I believe that is a crude representation of the resulting analog output. If it is happening in digital (which I somewhat doubt), then it is not a HPF, but rather a linear interpolation (as the line is towards the next sample point, not towards zero)... which is a LPF..

I could add a DC-blocking HPF pretty easily but a linear interpolation would probably be more useful. It would create some latency and would make things a little more complicated.. so I'll keep this in mind, too.

Also at this point, this reminded me a lot of Destroy FX Geometer, which you should certainly check out if you haven't!
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Would a slew rate limiter do the same if synced at the same speed as the sample rate crusher?

Either way, it's really is an amazing plugin as it is. I'm just wondering how hard it would be to implement things to get it close to the NES Delta Modulator.

You've already done so much as it is, so I shouldn't be asking for so much. Much appreciated.

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uploaded a new DeltaModulator to the same URLs.. now with Interpolation switch!

http://www.xferrecords.com/freeware/

-Steve
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bitcrusher wrote:uploaded a new DeltaModulator to the same URLs.. now with Interpolation switch!

http://www.xferrecords.com/freeware/

-Steve
Man, you are just the best!

I think I'll share this with nesdev's NSF forums. I'll credit you.

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bitcrusher wrote:uploaded a new DeltaModulator to the same URLs.. now with Interpolation switch!

http://www.xferrecords.com/freeware/

-Steve
BUGS win 32, host is audiomulch

When first loaded the SR knob is set all the way clockwise and the value shown and heard is 44100 and when moved one value counterclockwise it the value becomes 1002 and then progresses to the 44100 value on the furthest left position normally and then when moved fully clockwise again the final value is 1002 as it should be. In the latest version its the same but once the SR knob reaches the rightful 44100 position at the furthest left it breaks the audio stream with a pop/click and can cause the hosts audio engine to stop until restarted.

Hope I explained that ok. I will use the version before the newest one for now.
miedex

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Be careful with the new AU. Luckily for my speakers but not my right ear, I was on headphones when I instantiated it in Peak and it produced what seemed like a full-scale medium frequency square wave. The same thing happened in Wave Editor. The VST version seemed to work okay though.

I have little interest in lofi sound, but aside from the bug, this is pretty cool. I don't get why the sound goes away as you increase the number of bits, although I don't understand much else about it either. I was getting some really excellent sound fattening on a loop with the mix control.

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antithesist wrote:Be careful with the new AU. Luckily for my speakers but not my right ear, I was on headphones when I instantiated it in Peak and it produced what seemed like a full-scale medium frequency square wave. The same thing happened in Wave Editor. The VST version seemed to work okay though.

I have little interest in lofi sound, but aside from the bug, this is pretty cool. I don't get why the sound goes away as you increase the number of bits, although I don't understand much else about it either. I was getting some really excellent sound fattening on a loop with the mix control.

The sound goes away with more bits because with delta modulation, the waveform goes up exactly 1 bit in amplitude up or down each sample. That's how Delta Modulation works. The more bits you have, the more depth the waveform has.

That's why Delta Modulation is fun, because of the way it distorts the waveform because of it's digital limitations. It's a 1-bit stream, but instead of 1 bit of amplitude depth, it's 1 bit per sample that it SHIFTS the amplitude either up or down.

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miedex wrote:When first loaded the SR knob is set all the way clockwise and the value shown and heard is 44100 and when moved one value counterclockwise it the value becomes 1002
fixed!
miedex wrote: In the latest version its the same but once the SR knob reaches the rightful 44100 position at the furthest left it breaks the audio stream with a pop/click and can cause the hosts audio engine to stop until restarted
Thats a bug with the new feature "Interpolated" when it is enabled, if it is off then things should be as before.

fixed as well.. I've uploaded a new version (same URL's).
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antithesist wrote:Be careful with the new AU. Luckily for my speakers but not my right ear, I was on headphones when I instantiated it in Peak and it produced what seemed like a full-scale medium frequency square wave.
That should be fixed now as well, though be careful with disabling the "gate silence" feature, as that is the exact reason I added it (just, I meant to have it work on both speakers)..
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Many thanks for the Delta Modulator effect, it seems like it might have some use for adding some digital warmth and sparkle (a string of words you don't hear everyday!) to tracks as a send, as well as more traditional crushing FX! Also, I'm an instant fan of the Dimension Expander. Is it just a reverb?

A word of warning about that Nintendo VST - while it works in my Cubase 6 setup, trying to load a project containing it is crashing my computer. Luckily the little doodle I started with it was more silly+bored than inspired :)
http://sendy.bandcamp.com/releases < My new album at Bandcamp! Now pay what you like!

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clayman256 wrote:
antithesist wrote:Be careful with the new AU. Luckily for my speakers but not my right ear, I was on headphones when I instantiated it in Peak and it produced what seemed like a full-scale medium frequency square wave. The same thing happened in Wave Editor. The VST version seemed to work okay though.

I have little interest in lofi sound, but aside from the bug, this is pretty cool. I don't get why the sound goes away as you increase the number of bits, although I don't understand much else about it either. I was getting some really excellent sound fattening on a loop with the mix control.

The sound goes away with more bits because with delta modulation, the waveform goes up exactly 1 bit in amplitude up or down each sample. That's how Delta Modulation works. The more bits you have, the more depth the waveform has.

That's why Delta Modulation is fun, because of the way it distorts the waveform because of it's digital limitations. It's a 1-bit stream, but instead of 1 bit of amplitude depth, it's 1 bit per sample that it SHIFTS the amplitude either up or down.
Thanks, it's coming back together now. Of course, SACD, DSD, AD/DA conversion and does anyone remember the dbx Model 700 Digital Audio Processor? This is just at a very low rate by comparison, right? I have to admit I did the "here's a free plug-in from a cool developer, let's check it out" thing (I also have and really like LFOTool, but haven't messed with the betas yet). The mix control makes this pure win for me.

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That Delta Modulator is awesome! It's the best bit crusher I've ever heard, seems like a different design.
The only site for experimental amp sim freeware & MIDI FX: http://runbeerrun.blogspot.com
https://m.youtube.com/channel/UCprNcvVH6aPTehLv8J5xokA -Youtube jams

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