<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2808250597313061205</id><updated>2011-08-01T23:25:38.604+01:00</updated><category term='shockmaze'/><category term='chiptune'/><category term='modplug'/><category term='bassmod'/><category term='gamejolt'/><category term='volFX'/><category term='tracker'/><title type='text'>Paul Legovitch</title><subtitle type='html'>independent game developer</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://legovitch.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://legovitch.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Paul Legovitch</name><uri>http://www.blogger.com/profile/10136017771158248684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>5</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2808250597313061205.post-4892664592545716744</id><published>2009-09-24T15:27:00.009+01:00</published><updated>2009-09-24T19:17:45.017+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='chiptune'/><category scheme='http://www.blogger.com/atom/ns#' term='modplug'/><category scheme='http://www.blogger.com/atom/ns#' term='tracker'/><category scheme='http://www.blogger.com/atom/ns#' term='volFX'/><title type='text'>VolFX Manager for ModPlug</title><content type='html'>Using &lt;a style="font-weight: bold;" href="http://lpchip.com/modplug/viewtopic.php?t=16"&gt;ModPlug Tracker&lt;/a&gt; (old version) and being very happy with it, I still needed a param editor to manage effects. So I've just made one myself : &lt;span style="font-weight: bold;"&gt;VolFX Manager&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;XP version (.exe) :&lt;br /&gt;&lt;a href="http://willhostforfood.com/access.php?fileid=86207" alt="My File!"&gt;&lt;img src="http://willhostforfood.com/files4/2/7/0/2706067/VolFX_Managerexe.png" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;alternate download :&lt;br /&gt;&lt;a style="font-weight: bold;" href="http://sites.google.com/site/shinobitgame/Home/volfx-manager/VolFX_Manager.zip"&gt;&lt;span style="text-decoration: underline;"&gt;VolFX_Manager.zip&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Vista version (.rar) :&lt;br /&gt;&lt;a href="http://willhostforfood.com/access.php?fileid=86208" alt="My File!"&gt;&lt;img src="http://willhostforfood.com/files4/1/2/9/1295379/VolFX_Manager_Vistarar.png" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;alternate download :&lt;br /&gt;&lt;a style="font-weight: bold;" href="http://sites.google.com/site/shinobitgame/Home/volfx-manager/VolFX_Manager_Vista.rar"&gt;VolFX_Manager_Vista.rar&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_xQdRv69p7O0/SruHYKTQtiI/AAAAAAAAAA8/VcRhdfiL2Bw/s1600-h/VolFX_02.PNG"&gt;&lt;img style="cursor: pointer; width: 400px; height: 186px;" src="http://2.bp.blogspot.com/_xQdRv69p7O0/SruHYKTQtiI/AAAAAAAAAA8/VcRhdfiL2Bw/s400/VolFX_02.PNG" alt="" id="BLOGGER_PHOTO_ID_5385046628603311650" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-weight: bold;" href="http://sites.google.com/site/shinobitgame/Home/volfx-manager/VolFX_01.PNG"&gt;Snapshot in Modplug&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;How to use it ?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;* &lt;span style="font-weight: bold;"&gt;Copy a track&lt;/span&gt; in ModPlug Tracker (Ctrl C).&lt;br /&gt;* Click &lt;span style="font-weight: bold;"&gt;IN : PASTE&lt;/span&gt; in VolFX Manager.&lt;br /&gt;* Select the effects you want to edit : v, p, Z(00-7F), Z(80-FF), O, X, V, and &lt;span style="font-weight: bold;"&gt;draw multiple envelopes&lt;/span&gt; on top of the track.&lt;br /&gt;* Click &lt;span style="font-weight: bold;"&gt;OUT : VOLFX &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt; (or hit Enter) and paste the edited track in ModPlug Tracker.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Features :&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;* &lt;span style="font-weight: bold;"&gt;editing restrictions&lt;/span&gt; : every rows / 1st-or-2nd every 2 / notes only.&lt;br /&gt;1st every 2 (or 3, or 4) is usefull to mix two (or more) effects on the same column.&lt;br /&gt;* other effects can be protected or not.&lt;br /&gt;&lt;br /&gt;* Select only &lt;span style="font-weight: bold;"&gt;one instrument&lt;/span&gt; (1-199) to be edited.&lt;br /&gt;* Select only &lt;span style="font-weight: bold;"&gt;one note&lt;/span&gt; (C0-B9) to be edited (usefull for drum kits).&lt;br /&gt;&lt;br /&gt;* Z(00-7F) and Z(80-FF) are considered like &lt;span style="font-weight: bold;"&gt;2 different effects&lt;/span&gt;.&lt;br /&gt;* you can select a maximum for the Offset effect.&lt;br /&gt;&lt;br /&gt;* &lt;span style="font-weight: bold;"&gt;Save and load&lt;/span&gt; your edited tracks (without the notes). Usefull to quickly try different envelopes.&lt;br /&gt;* the window is resizable and can stay on top, usefull to integrate it inside the ModPlug window.&lt;br /&gt;* F4 for &lt;span style="font-weight: bold;"&gt;fullscreen.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;* &lt;span style="font-weight: bold;"&gt;Randomize&lt;/span&gt; the current effect (1-100 percent).&lt;br /&gt;* Erase the current effect.&lt;br /&gt;* Define a &lt;span style="font-weight: bold;"&gt;function&lt;/span&gt; to set the values of the current effect :&lt;br /&gt;&lt;br /&gt;variables :&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;x&lt;/span&gt; represents the number of the row from 0 to max 255&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;y&lt;/span&gt; represents the current effect's values from 0 to 64 (Vol column) or from 0 to 255 (FX column).&lt;br /&gt;&lt;br /&gt;Examples :&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;40&lt;/span&gt; --&gt; (all values = 40)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;2*y&lt;/span&gt; --&gt; (double all values)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;4*x&lt;/span&gt; --&gt; (fade in)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;16*sin(x*pi/16) + 32&lt;/span&gt; --&gt; (sine centered on the value 32)&lt;br /&gt;&lt;br /&gt;If you want to write a complex algorythm, start with y; and go on.&lt;br /&gt;It will be interpreted like this : y:=y; so no change is made to the y value and you can write anything after that :&lt;br /&gt;&lt;br /&gt;&lt;blockquote style="font-weight: bold;"&gt;y; if x&lt;=32 y:=10*sqrt(x) else y:=64--x&lt;/blockquote&gt;&lt;br /&gt;Anything wrote in gml (game maker 6.1) should work as long as it makes sense.&lt;br /&gt;If you want more control over the internal variables, ask me and I'll tell you how to access the name of the note, the number of the instrument, and other useful things...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;... Oh well, at least it's useful to me !&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2808250597313061205-4892664592545716744?l=legovitch.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://legovitch.blogspot.com/feeds/4892664592545716744/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://legovitch.blogspot.com/2009/09/volfx-manager-for-modplug.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default/4892664592545716744'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default/4892664592545716744'/><link rel='alternate' type='text/html' href='http://legovitch.blogspot.com/2009/09/volfx-manager-for-modplug.html' title='VolFX Manager for ModPlug'/><author><name>Paul Legovitch</name><uri>http://www.blogger.com/profile/10136017771158248684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_xQdRv69p7O0/SruHYKTQtiI/AAAAAAAAAA8/VcRhdfiL2Bw/s72-c/VolFX_02.PNG' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2808250597313061205.post-6448596782189296404</id><published>2009-09-02T16:01:00.015+01:00</published><updated>2009-09-03T20:47:06.183+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='bassmod'/><category scheme='http://www.blogger.com/atom/ns#' term='chiptune'/><category scheme='http://www.blogger.com/atom/ns#' term='modplug'/><category scheme='http://www.blogger.com/atom/ns#' term='tracker'/><title type='text'>Chiptune tracker music</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;div style="text-align: left;"&gt;This is a quick guide (in progress) supposed to help game developers reduce the size of their music files, using impulse tracker modules.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;big style="font-weight: bold;"&gt;&lt;big&gt;&lt;big&gt;Chiptune tracker music&lt;/big&gt;&lt;/big&gt;&lt;/big&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt; How to reduce the size of game music.&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements&lt;br /&gt;&lt;/span&gt;&lt;span style="display: block;" id="formatbar_Buttons"&gt;&lt;span class="on down" style="display: block;" id="formatbar_CreateLink" title="Lien" onmouseover="ButtonHoverOn(this);" onmouseout="ButtonHoverOff(this);" onmouseup="" onmousedown="CheckFormatting(event);FormatbarButton('richeditorframe', this, 8);ButtonMouseDown(this);"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;* &lt;a href="http://www.modplug.com/"&gt;Modplug Tracker&lt;/a&gt; : to create modules and edit instruments.&lt;br /&gt;* &lt;a href="http://gmc.yoyogames.com/index.php?showtopic=353936"&gt;GM Bassmod&lt;/a&gt; (if you're using game maker) : a music dll/extention to play tracker modules.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt; Introduction :&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Although mp3 or ogg files are great for high quality game music, they take a lot of disk space wich doesn't make sense when it comes to chiptune music. Using &lt;a href="http://en.wikipedia.org/wiki/Tracker_%28music_software%29"&gt;tracker modules&lt;/a&gt; is the best way to create low size music for your game and can be played in game maker with the GM Bassmod dll/extension.&lt;br /&gt;&lt;br /&gt;We will look at various ways to reduce the size of tracker modules :&lt;br /&gt;&lt;br /&gt;1) Multiple tunes in one module.&lt;br /&gt;2) Instrument optimization.&lt;br /&gt;3) Sample optimization.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;***&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;     &lt;div style="text-align: left;"&gt;&lt;span style="font-weight: bold;"&gt;1) Multiple tunes in one module.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;Instead of creating multiple modules for each level of your game (&lt;span style="font-weight: bold;"&gt;level_01.it&lt;/span&gt;, ..., &lt;span style="font-weight: bold;"&gt;level_08.it&lt;/span&gt;, etc.) containing more or less the same samples, you can save a lot of space by managing &lt;span style="font-weight: bold;"&gt;only one module&lt;/span&gt; (with one set of samples) for your entire game with several tunes following each other in it.&lt;br /&gt;&lt;br /&gt;Let's say for example :&lt;br /&gt;- the &lt;span style="font-weight: bold;"&gt;level_01&lt;/span&gt; tune starts at pattern order &lt;span style="font-weight: bold;"&gt;00&lt;/span&gt; of the module, and ends at &lt;span style="font-weight: bold;"&gt;07&lt;/span&gt;.&lt;br /&gt;- the &lt;span style="font-weight: bold;"&gt;level_02&lt;/span&gt; tune : &lt;span style="font-weight: bold;"&gt;08-15&lt;/span&gt;.&lt;br /&gt;- the &lt;span style="font-weight: bold;"&gt;level_03&lt;/span&gt; tune : &lt;span style="font-weight: bold;"&gt;16-24&lt;/span&gt;.&lt;br /&gt;- etc.&lt;br /&gt;&lt;br /&gt;To make the &lt;span style="font-weight: bold;"&gt;level_01&lt;/span&gt; tune loop instead of going on with the next tune, write the effect "&lt;span style="font-weight: bold;"&gt;B00&lt;/span&gt;" at the last row of the pattern order &lt;span style="font-weight: bold;"&gt;07&lt;/span&gt; to make the music jump to pattern order &lt;span style="font-weight: bold;"&gt;00&lt;/span&gt; and restart the tune.&lt;br /&gt;- &lt;span style="font-weight: bold;"&gt;B08&lt;/span&gt; at the end of order &lt;span style="font-weight: bold;"&gt;15&lt;/span&gt; for the &lt;span style="font-weight: bold;"&gt;level_02&lt;/span&gt; tune.&lt;br /&gt;- &lt;span style="font-weight: bold;"&gt;B16&lt;/span&gt; at the end of order &lt;span style="font-weight: bold;"&gt;24&lt;/span&gt; for the &lt;span style="font-weight: bold;"&gt;level_03&lt;/span&gt; tune.&lt;br /&gt;- etc, do the same at the end of each tune to make them loop.&lt;br /&gt;&lt;br /&gt;In Game Maker, with the GM Bassmod dll/extension, you can start a module from any position in the song with the function &lt;span style="font-weight: bold;"&gt;bmod_play_ext(index,order,row)&lt;/span&gt;.&lt;br /&gt;Select the correct order to start the tune you wish to play :&lt;br /&gt;- &lt;span style="font-weight: bold;"&gt;Level_01&lt;/span&gt; : bmod_play_ext(index,0,0);&lt;br /&gt;- &lt;span style="font-weight: bold;"&gt;Level_02&lt;/span&gt; : bmod_play_ext(index,8,0);&lt;br /&gt;- &lt;span style="font-weight: bold;"&gt;Level_03&lt;/span&gt; : bmod_play_ext(index,16,0);&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;    Note&lt;/span&gt; : When you are finished and happy with your tunes, don't forget that the most basic way to lower the size of a module is to &lt;span style="font-weight: bold;"&gt;get rid of all the unused patterns, samples and instruments&lt;/span&gt;. Modplug Tracker has an option to do this (edit -&gt; cleanup the song).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;***&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;2) Instrument &lt;/span&gt;&lt;span style="font-weight: bold;"&gt; optimization&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;    You can create a lot of very different instruments with only one sample.&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;You can map multiple samples in only one instrument.&lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt; You can combine the two techniques.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;In the impulse tracker format (*.it modules), the score is played by &lt;span style="font-weight: bold;"&gt;instruments&lt;/span&gt; controling the way the samples are played. An intrument is composed of :&lt;br /&gt;&lt;br /&gt;- 3 envelops (volume, panning, and pitch or filter).&lt;br /&gt;- a CutOff Frequecy (filter).&lt;br /&gt;- a resonance factor.&lt;br /&gt;- An association of each note of the keyboard from C0 to B9 with a sample and a note.&lt;br /&gt;&lt;br /&gt;All this data is optionnal, so one instrument is usually associated with one sample, played the same note as the note pressed on the keyboard, fading out when the note is released. But the 3 envelops and the note-sample association are essential to create the best sound quality and variety &lt;span style="font-weight: bold;"&gt;with the lowest size possible&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;    a) Multiple instruments from the same sample.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If you load a simple wave sample (typically less than 100 octets) you can then create a lot of different instruments to play this sample in many different ways. That's basically how chiptune music was produced in the beginning.&lt;br /&gt;&lt;br /&gt;Here is a quick example : &lt;a href="http://sites.google.com/site/shinobitgame/Home/one_sample.zip"&gt;one_sample.zip&lt;/a&gt; (4 Ko)&lt;br /&gt;It contains 10 instruments with only 1 sample.&lt;br /&gt;&lt;br /&gt;You can hear the &lt;a href="http://sites.google.com/site/shinobitgame/Home/One_sample_56Kb.mp3"&gt;56 kbps mp3&lt;/a&gt; version of it below (783Ko) :&lt;br /&gt;&lt;object type="application/x-shockwave-flash" data="http://sites.google.com/site/shinobitgame/Home/dewplayer.swf?son=http://sites.google.com/site/shinobitgame/Home/One_sample_56Kb.mp3" height="20" width="200"&gt;&lt;br /&gt;&lt;param name="movie" value="http://sites.google.com/site/shinobitgame/Home/dewplayer.swf?son=http://sites.google.com/site/shinobitgame/Home/One_sample_56Kb.mp3"&gt;&lt;br /&gt;&lt;/object&gt;&lt;br /&gt;It could be better, but there's everything needed : bass, drums, lead, chords, fx,... You could make an entire soundtrack with one sample.&lt;br /&gt;&lt;br /&gt;But tracker modules usually contain more than one sample, so this technique can be combined with the next one :&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;    b) Multiple samples in the same instrument.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Usually a sample will sound good only &lt;span style="font-weight: bold;"&gt;over 3 or 4 octaves&lt;/span&gt; while the other octaves are never played. Then if two instruments have basically the same envelops for two different samples, you can use just one instrument with the first sample mapped to the first octaves (from C0 to B4) and the second sample mapped to the last otavs (from C5 to B9). &lt;span style="font-weight: bold;"&gt;Then erase the second instrument&lt;/span&gt; (its sample won't be erased as it is now mapped to the first instrument).&lt;br /&gt;&lt;br /&gt;Let's say you have created some really good envelops for an instrument, one way to add variety to your music without adding any octet is to map 2 or 3 of the other samples to it. Or, if you want to create a drum kit instrument, you can also map one sample per note.&lt;br /&gt;&lt;br /&gt;Another reason to do this is to bypass &lt;span style="font-weight: bold;"&gt;the limit of 199 instruments&lt;/span&gt; by module : there is no limit to the number of samples, so you can virtually double or triple the number of instruments with this method.&lt;br /&gt;It sounds a bit ambitious but you might want to work with a large set of instruments to create your tunes with more freedom (199 instruments, without samples, = only 124 Ko).&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;***&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;2) Sample optimization.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;  &lt;/div&gt;  &lt;span style="font-weight: bold;"&gt; &lt;/span&gt;&lt;br /&gt;There is two main solutions to reduce the size of samples :&lt;br /&gt;- Sound quality reduction.&lt;br /&gt;- Sound decomposition.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;    a) Quality reduction&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;One way to reduce the size of a sample is to "&lt;span style="font-weight: bold;"&gt;shrink&lt;/span&gt;" the definition of the wave signal by half (the &lt;span style="font-weight: bold;"&gt;[&gt;&lt;] &lt;/span&gt;button in the sample editor of Modplug). The loss of quality and brilliance can be problematic but you can apply a high value for the CutOff filter to reduce the noise and add some resonance to regain brilliance in the instrument editor.&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;b) Sound decomposition : attack, loop and volume envelop.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;Very often, recorded instrument sounds can be analized as &lt;span style="font-weight: bold;"&gt;a highly recognizable attack&lt;/span&gt; resolving in a standard &lt;span style="font-weight: bold;"&gt;sinewave&lt;/span&gt; decreasing in volume. Pianos, organs, vibraphones, bells, guitars, flutes and other instruments can usually be decomposed this way.&lt;br /&gt;&lt;br /&gt;Look at this piano sample :&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 606px; height: 192px;" alt="" src="http://4989706935880953136-a-1802744773732722657-s-sites.googlegroups.com/site/shinobitgame/Home/piano1.png?attredirects=0&amp;amp;auth=ANoY7crMPqsZqqBgqwCKtKGfGpo3K6QaJv6HfCEOIvSnKrQ17Zk_HGcvjqPteVN1gjM5XCrbTlry3afHF9IBw8H9_ClntE7aKdl5m8UMGHOtc69WXIOs_5zS69Z4hKi6I_SmWp0a85CYxjQAVqACWAkWN8rez8eO0TULVVn_7eri7bptCMvF1jXg8wUrMLLg5k1kn6--W2v5vtAV_T6gHoR_6SG_EjmESA%3D%3D" /&gt;&lt;br /&gt;&lt;br /&gt;1. Try to find the first sinewave in the sample after the attack and &lt;span style="font-weight: bold;"&gt;create a loop with it&lt;/span&gt; (see above, highlited in gray and below, zoomed in).&lt;br /&gt;Listen carefully to the pitch of the loop (the frequency is in opposite ratio of the loop length) : &lt;span style="font-weight: bold;"&gt;it must be in tune with the rest of the sample&lt;/span&gt;.&lt;br /&gt;Also notice that the vertical coordinate of the wave must be the same at the beginning and at the end of the loop, otherwise the sound will be altered.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 604px; height: 174px;" alt="" src="http://sites.google.com/site/shinobitgame/Home/piano2.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;2. Then in the instrument editor, create &lt;span style="font-weight: bold;"&gt;a volume envelop&lt;/span&gt; that will copy the decrease of the original sample. You can also add a decreasing filter envelop to simulate the piano harmonics fading down.&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 606px; height: 147px;" alt="" src="http://sites.google.com/site/shinobitgame/Home/piano3.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;3. If it sounds good you can &lt;span style="font-weight: bold;"&gt;erase the rest of the sample after the loop&lt;/span&gt; and save a lot of space (Modplug can automatically erase the part after the loop with the option : edit -&gt; cleanup samples). Here our original 32Ko piano sample is cut down to a 2Ko sample, decomposed in an attack and a loop :&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 606px; height: 192px;" alt="" src="http://sites.google.com/site/shinobitgame/Home/piano4.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;4. You can also add a light and slow &lt;span style="font-weight: bold;"&gt;vibrato&lt;/span&gt; in the sample editor (depth 1, rate 12) to simulate a more realistic and warm sound. This can be combined also with &lt;span style="font-weight: bold;"&gt;loops in the volume or filter envelops&lt;/span&gt; to obtain a really sophisticated sound.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;***&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;Here is a compilation of 100 impulse tracker instruments, sorted by category, inside a 130Ko module. All samples and instruments have been heavily edited to maintain high quality for an average of 1Ko per instrument :&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt; &lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;&lt;a href="http://sites.google.com/site/shinobitgame/Home/100instruments.it"&gt;100 instruments in 130Ko&lt;/a&gt;&lt;/span&gt;&lt;br /&gt; &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;br /&gt;If you want to use any of those instruments in your tunes, go to the instrument editor of the module, press the save to disk button and &lt;span style="font-weight: bold;"&gt;don't forget to select the *.iti format&lt;/span&gt; otherwise you will loose all the filter data :&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;img src="http://sites.google.com/site/shinobitgame/Home/piano5.png" alt="" style="width: 492px; height: 86px;" /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;***&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2808250597313061205-6448596782189296404?l=legovitch.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://legovitch.blogspot.com/feeds/6448596782189296404/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://legovitch.blogspot.com/2009/09/chiptune-tracker-music.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default/6448596782189296404'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default/6448596782189296404'/><link rel='alternate' type='text/html' href='http://legovitch.blogspot.com/2009/09/chiptune-tracker-music.html' title='Chiptune tracker music'/><author><name>Paul Legovitch</name><uri>http://www.blogger.com/profile/10136017771158248684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2808250597313061205.post-7254993444933127319</id><published>2009-06-24T07:03:00.000+01:00</published><updated>2009-06-24T07:56:28.393+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gamejolt'/><category scheme='http://www.blogger.com/atom/ns#' term='shockmaze'/><title type='text'>Shockmaze video</title><content type='html'>&lt;div style="text-align: center;"&gt;***&lt;br /&gt;&lt;div style="text-align: left;"&gt;A little video of &lt;a href="http://gamejolt.com/freeware/games/action/shockmaze/375"&gt;shockmaze&lt;/a&gt;, without the sound effects but with the music. :)&lt;br /&gt;You can also comment it on &lt;a href="http://bytejacker.fliggo.com/video/WYaU99SP"&gt;Bytejacker  the Gamerdrome&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;object height="385" width="640"&gt;&lt;param name="movie" value="http://www.youtube.com/v/eSgNmjA8hFk&amp;amp;hl=fr&amp;amp;fs=1&amp;amp;rel=0"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/eSgNmjA8hFk&amp;amp;hl=fr&amp;amp;fs=1&amp;amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="385" width="640"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;a style="left: 0px ! important; top: 16px ! important;" title="Cliquer ici afin qu'Adblock Plus bloque cet objet" class="isfmcgrnzpjuwcsjqzjg visible ontop" href="http://www.youtube.com/v/eSgNmjA8hFk&amp;amp;hl=fr&amp;amp;fs=1&amp;amp;rel=0"&gt;&lt;/a&gt;&lt;a style="left: 0px ! important; top: 16px ! important;" title="Cliquer ici afin qu'Adblock Plus bloque cet objet" class="isfmcgrnzpjuwcsjqzjg visible" href="http://www.youtube.com/v/eSgNmjA8hFk&amp;amp;hl=fr&amp;amp;fs=1&amp;amp;rel=0"&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;***&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2808250597313061205-7254993444933127319?l=legovitch.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://legovitch.blogspot.com/feeds/7254993444933127319/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://legovitch.blogspot.com/2009/06/shockmaze-video.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default/7254993444933127319'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default/7254993444933127319'/><link rel='alternate' type='text/html' href='http://legovitch.blogspot.com/2009/06/shockmaze-video.html' title='Shockmaze video'/><author><name>Paul Legovitch</name><uri>http://www.blogger.com/profile/10136017771158248684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2808250597313061205.post-3858625151010098111</id><published>2009-06-21T19:55:00.000+01:00</published><updated>2009-06-24T07:51:07.822+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gamejolt'/><category scheme='http://www.blogger.com/atom/ns#' term='shockmaze'/><title type='text'>ShockMaze</title><content type='html'>&lt;div style="text-align: center;"&gt;***&lt;br /&gt;&lt;/div&gt;A vertical scrolling shooter look-alike made in one week for the &lt;a href="http://gamejolt.com/community/forums/topics/our-first-contest-contest-closed-awaiting-judging/11/"&gt;GameJolt "Shocking" competition&lt;/a&gt; :&lt;br /&gt;&lt;br /&gt;&lt;a href="http://gamejolt.com/freeware/games/action/shockmaze/375"&gt;http://gamejolt.com/freeware/games/action/shockmaze/375&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://gamejolt.com/freeware/games/action/shockmaze/375"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 643px; height: 363px;" src="http://img208.imageshack.us/img208/586/shockmaze01.png" alt="" id="BLOGGER_PHOTO_ID_5349859427940057250" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;To check the other entries of the competition, go to the dedicated thread on &lt;a href="http://gamejolt.com/community/forums/topics/our-first-contest-judged/11/"&gt;Gamejolt&lt;/a&gt; :&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://gamejolt.com/community/forums/topics/our-first-contest-judged/11/"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 450px;" src="http://img341.imageshack.us/img341/11/shockingcompetition.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;***&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2808250597313061205-3858625151010098111?l=legovitch.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://legovitch.blogspot.com/feeds/3858625151010098111/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://legovitch.blogspot.com/2009/06/shockmaze.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default/3858625151010098111'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default/3858625151010098111'/><link rel='alternate' type='text/html' href='http://legovitch.blogspot.com/2009/06/shockmaze.html' title='ShockMaze'/><author><name>Paul Legovitch</name><uri>http://www.blogger.com/profile/10136017771158248684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2808250597313061205.post-9203416403152219169</id><published>2009-01-07T13:28:00.000Z</published><updated>2009-06-24T07:32:22.752+01:00</updated><title type='text'>Paul Legovitch</title><content type='html'>&lt;div style="text-align: center;"&gt;***&lt;br /&gt;&lt;/div&gt;Here you will find information on the developpement of Paul Legovitch's games.&lt;br /&gt;&lt;br /&gt;More to come ;)&lt;br /&gt;&lt;div style="text-align: center;"&gt;***&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2808250597313061205-9203416403152219169?l=legovitch.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://legovitch.blogspot.com/feeds/9203416403152219169/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://legovitch.blogspot.com/2009/01/paul-legovitch.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default/9203416403152219169'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2808250597313061205/posts/default/9203416403152219169'/><link rel='alternate' type='text/html' href='http://legovitch.blogspot.com/2009/01/paul-legovitch.html' title='Paul Legovitch'/><author><name>Paul Legovitch</name><uri>http://www.blogger.com/profile/10136017771158248684</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
