UPDATE 2: I resolved this issue by setting the length counter to 0 if the channel is ever set to disabled during the $4015 write.
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UPDATE: Shortly after typing this, I thought of a possible typo that I could have made. Sure enough, I checked and had a variable in the wrong place. While that fixed a few other sound problems I had, this one still remains, but sounds a little different. I'll upload a new video when I get a chance.
Also, this seems to only happen with blocks when I'm in the underground worlds (like 1-2).
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I have only implemented the first two channels and am trying to work out all of the kinks before moving on to the other channels. There are certain sounds that are not being silenced during their sweep (as I assume they should be). I silenced the second channel shortly after the video starts. Here is an example:
(incorrect sweep sounds)
http://www.youtube.com/watch?v=mTrhzaMnrC0 (Updated)
(another video to show how other sounds....sound)
http://www.youtube.com/watch?v=fHxJRyJtlpw
The video shows mario jumping and hitting a block (or the fireball hitting the block). The values for the block hit are
The constant volume flag is set and the length counter is almost at max still. When I load the last four values shown into the sndtest.nes rom, it plays exactly like it does in the video. This is true for other emulators as well.
My question is... is there something else that should be silencing the channel at that point that I am missing?
Thanks!
--------------------------------------------------------
UPDATE: Shortly after typing this, I thought of a possible typo that I could have made. Sure enough, I checked and had a variable in the wrong place. While that fixed a few other sound problems I had, this one still remains, but sounds a little different. I'll upload a new video when I get a chance.
Also, this seems to only happen with blocks when I'm in the underground worlds (like 1-2).
---------------------------------------------------------
I have only implemented the first two channels and am trying to work out all of the kinks before moving on to the other channels. There are certain sounds that are not being silenced during their sweep (as I assume they should be). I silenced the second channel shortly after the video starts. Here is an example:
(incorrect sweep sounds)
http://www.youtube.com/watch?v=mTrhzaMnrC0 (Updated)
(another video to show how other sounds....sound)
http://www.youtube.com/watch?v=fHxJRyJtlpw
The video shows mario jumping and hitting a block (or the fireball hitting the block). The values for the block hit are
Code:
$4000: 0x9E, $4000: 0x93, $4000: 0x3A, $4000: 0x0A
$4000: 0x9E, $4000: 0xBB, $4000: 0x3A, $4000: 0x0A
$4000: 0x9E, $4000: 0xBB, $4000: 0x3A, $4000: 0x0A
The constant volume flag is set and the length counter is almost at max still. When I load the last four values shown into the sndtest.nes rom, it plays exactly like it does in the video. This is true for other emulators as well.
My question is... is there something else that should be silencing the channel at that point that I am missing?
Thanks!