First check my list of buggy game music for things I've already verified to sound "wrong" on the actual system. I'm still actively working on my Game_Music_Emu sound engine (which AO uses) and welcome reports of possible inaccuracies. It can also use this information to batch rename your files. NSF Tool is a utility that can edit the song information contained in NSF files. Scans a given directory and creates a PSF2 file with all its contents. I've done comparisons with sound track recordings from my SNES and found no audible difference. This command-line utility converts MIDI files to ZX-Spectrum. If they have an effect on sound, I haven't noticed it. It shouldn't be hard to compare my DSP core to the latest docs to work out these, if anyone wants to. I know of a few differences in the DSP core that I haven't bothered to add (clamp before fourth Gaussian lookup, for example), since I haven't set up a good test framework. The other aspects of sound should be very nearly perfect, though I still haven't written a complete set of verification ROMs for the NES APU.įor SPC, I've addressed all issues I've encountered so far. I also don't know the exact mix levels of the external sound chips (VRC6, Namco 106, FME-7), so these might be slightly off. ![]() I think that'll renew some interest in the format, and I have a project in mind because of it. ![]() Thankfully, p1xl is including NSFE support for his flash nsf player that is in development. For NSF, nonlinear sound mixing for isn't implemented in the public release, since it's almost unnoticeable (I can send support if this is really desired). Audio Overload will open and play NSFE files, but it only displays the track titles, and doesn't handle the timing / fading / and reording information.
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