Did NES musicians use Stereo when making music for the NES/Famicon even though it would be played in Mono on the system? by Franpa at 10:55 PM EST on February 5, 2012
Question: Do NES music musicians use Stereo when making music for the NES/Famicon games even though it would be played in Mono on the system? I ask because so many NES games have music that sounds great when the 2 Square channels are separated, Square one -45 degree's to the left and Square 2 45 degrees to the right.

For example the NES was only capable of mono sound yet numerous games feature audio tracks that simulate cross fade (Something not really possible in mono environments) incredibly well amongst other effects that can only really be demonstrated/heard in a stereo environment. They also tend to straight up sound significantly better under such a stereo configuration as well.

Edit: I mean: Do NES musicians design songs for the NES with the intention of them one day being heard in stereo? Or is the improvements stereo sound brings to there musical pieces just a coincidence?

Edit 2: On second thought it seems more like coincidence then intentional. I mean from a code point it's probably easier to dedicate one channel to echo/sustain notes then it is to have one channel play a note then enable the sustain/echo effect, disable the effect, play another note, enable the sustain/echo effect, disable the effect, play another note etc.

edited 12:14 AM EST February 6, 2012
by Lunar at 6:12 AM EST on February 6, 2012
well you seem to have answered your own question but I was going to ask if you had any examples where you thought it was done intentionally. i'd be surprised if it ever was, but granted it does sound pretty cool sometimes, especially with konami titles that are clever about channel usage.

i have to admit it's something i've done when writing NES tunes, for the benefit of people who use stereo players (i did it on this song quite a bit) but I suspect that largely musicians wouldn't have bothered doing this at the time. would have been a hard enough job without having to think about stereo effects that no-one would even hear :)
by Franpa at 7:42 AM EST on February 6, 2012
Yeah most (all?) Konami games sound great in stereo as do a couple Rare, Tecmo, Sunsoft, Irem/Compile, Taito, Capcom and many other companies games.

Is it okay to link to NSF files here? As it's kinda hard to describe what song you mean since most games have numerous NSF versions with songs in different orders etc.

Edit: A lot of Wizards & Warriors III songs have notes that fade/transition from one Square channel to the other, sometimes fading back and forth between the channels. (Wiseman, Wizard, Damsel in Distress, end credits, Knight, Knight Test and many other songs)

edited 8:07 AM EST February 6, 2012
by SmartOne at 11:07 AM EST on February 6, 2012
That's why I modified NEZplug++ for stereo sound. For one, it's an accurate player. Two, panning sounds better, even if it wasn't intentional.

Check out Fearofdark's music, if you haven't:

http://www.fodxm.co.uk/music.htm
by tails_ at 11:16 AM EST on February 6, 2012
>NEZplug++
>stereo

GIMME! GIMME!

Btw, is N106 support still sucks?
by SmartOne at 11:28 AM EST on February 6, 2012
http://www.hcs64.com/mboard/forum.php?showthread=23486&showpage=1

Make sure to use the link at the bottom of the page.

Not sure about N106 support's perpetual sucking. (How many games use that, anyway?)
by Franpa at 11:40 AM EST on February 6, 2012
SmartOne, can you control how much each channel is panned via ini file or is it hard coded? Also how do you use NEZPLug++?
by SmartOne at 11:55 AM EST on February 6, 2012
Hard coded. I don't know the first thing about partially mixing channels together. And I haven't had the time to modify the latest NEZplug++.

Usage is similar to any other Winamp (XMPlay!) plugin. In XMPlay, right-click Next to change tracks.
by tails_ at 12:27 PM EST on February 6, 2012
SmartOne
Not games but pretty many homebrew tracks use it. Thanks anyway.
by SmartOne at 1:22 PM EST on February 6, 2012
Can you please link to some good examples? I see that FamiTracker still lacks N106 support.
by Franpa at 11:23 PM EST on February 6, 2012
Well since it's hard coded, how have you split the channels? Like I described in first post?

edited 12:51 AM EST February 7, 2012
by Lunar at 4:51 AM EST on February 7, 2012
N106 support is coming to FamiTracker very soon, as it turns out.
by SmartOne at 11:17 AM EST on February 7, 2012
If you listen, you can hear how I've split the channels. My options for each were hard-left, center, or hard-right, with the following exception:

For some reason, pairing the 2A03 Triangle with a Square Wave produced a buzz in the Triangle. I fixed this by placing the Triangle in the center.

Don't know why or how, but it fixed the buzzing.

Ideally we would have someone who knows what they are doing implement configurable channel panning in an accurate plugin. Apparently those people aren't interested.
by Lunar at 4:16 AM EST on February 9, 2012
not a plugin, but you could try jsr's NSF Live player. it is accurate (similar to nez) and has configurable mixing and panning.
by Franpa at 6:20 AM EST on February 9, 2012
Google search doesn't turn up many results except for http://user.tninet.se/~zxy965r/nsf.zip is that what your talking about?

edited 6:20 AM EST February 9, 2012
by SmartOne at 11:15 AM EST on February 9, 2012
That's the one I tried. It's okay, but it's not a plugin (inconvenient). I notice a click when starting a song. The panning sliders aren't very wide, so it's difficult to fine-tune. The N106 is a little smoother, but I can't say whether it's more or less accurate because I don't know how the N106 is supposed to sound.


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