GGsound can use envelopes just fine (aside from Hi-Pitch), it just can't use effects or channel volume control.nezvers said:Wait, I GGSound can't use effects but can use envelopes for a pitch? I thought if no effects then envelopes are out of question.
darkhog said:How do you handle vibrato in famitracker songs that have to convert to NESMaker? I'm guessing using effect 4xy is out of the question...
//edit: Also how do I handle arpeggios in sustain instruments? Is making stupidly long envelope my only option?
darkhog said:How do I even loop an envelope? Seriously, I see no setting to do that.
CutterCross said:**UPDATE: The full release does indeed support arpeggios now!
I am comfortable now using FamiStudio. I can't decipher the spreadsheet look of Famitracker, so I don't see myself using it. Joe stated in the 12 Days of NESmas series that the goal is to have FamiStudio be the supported and recommended software. But simple as FamiStudio is, there are basic features like dynamic changes and effects that are not being supported.Besides, you can bake pitch slides into instrument macros by using the "record to instrument" function in FamiTracker.
Well, I'm just enjoying this as a hobby, so that would be overkill for me. I'll just have to do without the occasional slide note for the time being. I'm much more annoyed by the weapon spawning bug than this.If all else fails, you could always get someone to port songs to the sound driver for you.
There are a few notable game composers who never directly entered music data, but rather had their sheet music or demo tapes ported into the game by sound programmers. Some examples are Kodaka Naoki (freelancer, but mostly worked with Sunsoft), Koichi Sugiyama (Dragon Quest/Warrior series), Masato Nakamura (Sonic 1/2), and Jun Senoue (Sonic 3D Blast).