Jump to content

Recommended Posts

Is there a list of predefined sounds in the format of

 

db 000,000,000,000......
 

My laziness is wondering if there is a listing that I can just cut and paste the data.

 

Like Buzz...Beep...twang...scratch....  You get the idea I hope.

 

I went to make a simple beep for my pong game and got lucky and found some preexisting data because I do not have JAVA and really did not want to go through such a hassle for one pong beep.

 

However, if I continue on this path I will end up having to come up with something for my HH project and something new, that I know I can complete and you guys want it.

 

TIA

Link to comment
https://forums.atariage.com/topic/336113-colecovision-sn76489-sfx-library/
Share on other sites

There is something called CVBank   done by newcoleco. 

 

Where you can find sound data of a set of CV Games.  you can re-use it directly in your code.

 

You have also CVSoundFx   , that can help you to generate your sound a export in a format directly usable.

 

Searching thru this forum , you should find them.

 

I'm trying to sort thru all the Dev tools that I downloaded over the years and upload them to the ADAM Archive. Check out the ones youki mentioned as well as "NES & CV Sequencer" by Todd Spangler. IIRC, some of the programming docs that NewColeco made available covers the CV/ADAM sound chip.

 

(AdamArchive.Org) - The home for everything ADAM

 

  • Like 1
5 hours ago, youki said:

On NIAD website ,  CVBanks  is  named :

CV OS7 BIOS Sound Bank - Beta (2010) (NewColeco).zip

It's not my website, I just took over maintaining it last year. Any help with Development Tools that are missing would be appreciated as it does become difficult finding stuff in a Forum or FB Group... the downside being the very helpful conversations/posts that won't be included.

 

Not a library, and you're on your own for writing playback code, but some time ago I patched and posted a port of sfxr here:

 

https://harmlesslion.com/sn_sfxr/

 

image.thumb.png.e3e9d4cd8014704c53f1d5b313ecb72d.png

 

This gives you an interface to quickly throw together random sounds. The download format is VGM, so it's pretty basic to port to other formats. This version is hacked to only generate sounds that should be SN compatible.

 

That is cool but is there a way to modify this where it can be used as assembly data to compile.

does someone have a conversion tool.

 

I will be the first one to admit that I can take a college course on how to program this chip and not get it.

Yet others are geniuses that make games like Squish-em.

 

I am still eager to have Tony Cruise add sound to his tile editor.

Edited by Captain Cozmos
On 6/2/2022 at 9:13 AM, Captain Cozmos said:

That is cool but is there a way to modify this where it can be used as assembly data to compile.

does someone have a conversion tool.

 

I will be the first one to admit that I can take a college course on how to program this chip and not get it.

Yet others are geniuses that make games like Squish-em.

 

I am still eager to have Tony Cruise add sound to his tile editor.

I concur that it's not an easy thing to pick up.  It took me a while for it to really click that the control values are about attenuation so up is down, higher is "shorter", etc. and if you don't get the math right, a sound will taper off and then blast you with zero attenuation or will drop below the lowest frequency and cycle around to pitches that only your pets can hear.  I keep a file of "happy accidents", cool sounds I found on the way to trying to make something completely different.  It's full of splinks, sploinks, sproings, raspberries, and some things I'm sure I'll use later like a helicopter and a crackling fire.  Now when I play games like Turbo, Zaxxon, or Frenzy I can recognize how they achieved more interesting non-musical sounds and I appreciate them all the more.

  • Like 1
  • 1 month later...
  • 1 year later...

Okay. Holy crap, these are some really good sound effects. A little samey at times, but once in a while you'll come across something REALLY cool that you want to use in your own programs. CV Basic has support for VGM files, right? I need to see if these weird noises can be adapted to Nano's new SFX Converter. (I've been rubbing his lamp a little bit more often than I should as of late... hope he doesn't mind!)

11 minutes ago, Jess Ragan said:

I saved 34 VGM files from that site, and none of them want to play on VGM players. Help!

I guess first step is to let us know one of the players you are trying - give us the player and one of the files you want to try, and I'll take a look.

 

That said, I wrote it for input to my compressor (and because VGM is a very easy format to parse and convert). So all the tools at https://harmlesslion.com/software/vgmcomp2/ can be used to import and manipulate these... but you'll need to be comfortable with command line tools. I tested the VGM files it generates with my toolset but also with AudioOverload and Winamp's VGM Input Plugin. 

 

VGMComp2 may or may not be overkill for your Coleco project if you're just playing short sound effects, but if you built them all up into a single sound bank you'd probably benefit some from the compression.

 

If they are playing but just not playing correctly - there are some sounds that tool can generate that can't be played back on the SN at 60hz, which my export limits to. We'll have to see what you have.

 

Tried RYMcast, that didn't work. Tried VLC, and apparently it requires you to build a version of the program with the Game Music Emu, rather than just letting people throw the software into a plugins file. I think there was one other web-based VGM player that was no help at all.

 

Honestly, I think some of these files are corrupted, or never worked in the first place. Some of them are maybe a couple of K. Others are... 18K? Something goofy happened, I think. A pity too, as I really liked those sounds!

 

Can you test this with your equipment? Tell me if the files are valid on your machine.

neat noises.zip

I just tried another VGM player, Sonic Player. (Why are all these players so old? Some even force you to use the command line, like we were still living in DOS-land.) Nah, these files are just borked. I've got no idea why, but boy is it frustrating!

Some of them work... but unfortunately for some of them you saved the webpage instead of downloading the generated file.

 

From what I can see... all the files that are 17.2k in size are the webpage (you can open them in notepad to see). Wrong Answer.vgm is a valid VGM, but my player can't see any audio in it for whatever reason.

 

That leaves just these 7 files as valid:valid_vgms.zip

 

I agree the interface isn't great - you have to download the file from the link at top right:
image.thumb.png.97eabc5200b3936fc6841c96566a3b5a.png

You also bookmark the permalink which lets you save the exact settings that created the sound.

 

 

The conversion to VGM seems to strip out sound channels. I found a really cool death sound effect with the utility, but as a VGM it sounds less metallic, less complex. What can I do to ensure that all sound channels are represented in the VGM file? (Thanks in advance for the help.)

 

https://harmlesslion.com/sn_sfxr/#12u9wx5iWuUz4MpXcPpQGHtuapkd1knC6SxKksj2E472YVyoNqMh4Mih85CF7AJazqQBpgPB5Sv9RJEtJt4CZRzrMkqMGxtMFvRKjsY3Mmnc1JzTVS6jztt4u5

Posted (edited)

The channels are all there (there's one channel - if you hear anything, it's there).

 

That is a cool sound, yes. 

 

It sounds different because it was changing too fast to be reproduced with 60hz playback, which is what I export. It's true that a VGM can have finer resolution, but that wasn't something I was after (nor do I offer a way to play it, or even convert it.)

 

I played with this one a bit, it's largely in that retrigger that the coolness seems to come. But the exact values in there are aliasing with the 60hz sample rate, and that's why you get the different output.

 

We could output it at sample rate instead (at 11k is probably the max frequency we can get away with), but it would take a lot of memory (up to 33k/second at 11khz for frequency and volume) and consume full CPU to play. Since we have to change both, might even be restricted to the 6khz output, but that's still up to 18k/second. Could fiddle with slower rates and try to find a middle ground, but, that's not really what this is for. It's just a quick hack of a cool tool that originally output a wave file for modern retro games. I didn't dig deep enough into it to see how to restrict it solely to legal sounds, it was faster to just try them.

 

(Could also output an actual wave file, which you can play back with 1 nibble per sample, but in that case, follow the link at the bottom to jsfxr and run the original, it can generate even more types of sound. Just remember you can only use the 6k or 11k sample rates (and 11k might be pushing it), that it will take 100% CPU to play and that it will take at least 50% of the sample size in bytes to store).

 

I know that's disappointing.

 

 

Edited by Tursi

Uh, is there a way to convert VGM files into a format usable by a ColecoVision? There was a really nifty coin sound effect from your sound generator that I'd like to use in my game, and the quality hasn't been affected by the conversion at all.

 

I also found a utility (from D. Bienvenu) that converts WAV files to a ColecoVision format. Has anyone used this? It sounds really cool but I'm not sure if it could be used with CV Basic.

My utilities are all in https://harmlesslion.com/software/vgmcomp2

 

Even if you don't want to use my player, you can use it vgm_psg2psg.exe to convert the VGM to an easy-to-parse text file, which you can then convert to anything. But that's as far as I can help in that case ;)

 

It does transform the sound data into hex code, which is a plus! But converting the hex to decimal and using it in my code has had unexpected results. Instead of a pleasant, high-pitched coin sound, it lets out an ugly "sproink" noise, like the kind you'd hear on the NES.
 

#sound_coin_freq:
    DATA 202, 160, 160, 128
    DATA 128, 100, 100, 80
    DATA 80, 64, 64, 50
    DATA 40, 40, 32, 32
    DATA 24, 24, 20, 20
    DATA 16, 16, 12, 12
    DATA 10, 10, 0, 0

sound_coin_vol:
    DATA BYTE 12, 12, 12, 12
    DATA BYTE 12, 12, 12, 12
    DATA BYTE 12, 12, 12, 12
    DATA BYTE 12, 12, 12, 12
    DATA BYTE 12, 12, 12, 12
    DATA BYTE 12, 12, 12, 12
    DATA BYTE 12, 12, 12, 12

 

It sounds like you don't want to get entangled in this project anymore than you already are, so I suppose I'll need to ask Nanochess for his assistance. (Anybody else is free to chime in if they'd like!) I do wonder what the header for each line of code is supposed to represent, though. Is that a sound channel address?

 

0x00000027,0xCA

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...