I was thinking about the capabilities of the PCM channel in the NES, and I started to wonder if I could create some samples that meet the requirements/restrictions. I don't think I will truly understand what kind of sounds the PCM channel can handle until I am condensing the samples myself.
So, what kind of specs do I need to reduce a sample to where it could be reasonably played on the NES?
And second to that, just how many samples (or I guess, what's the total length of samples) a game could reasonably hold in its data?
By reasonable, I mean assuming that an actual game is being played, and the system isn't dedicating resources exclusively to playing a sound or some special event. I know some games clearly use more sound data than others, but they tend to come with some sort of cost. Gauntlet 2 has outstanding voices for the NES, but not much else.
What kind of methods are commonly employed to get around these restrictions? Like can a game quickly unload sounds and load in new sounds?
My questions are in regard to both sounds used for music and for sound effects. I would assume that the system doesn't really differentiate between the two, so the only consideration is "how much space do I need for sounds" vs "how much space do I need for instruments." But if I am incorrect in that assumption, please elucidate me.
Also, would I be correct in assuming that the NES is incapable of manipulating the PCM data on the fly? I was playing around with an .nsf player and listened to some songs with only the PCM channel playing, and I noticed none of the instruments ever changed pitch. If so, this would explain why the PCM channel only really used percussion instruments. Even if the chip itself cannot change the pitch of a PCM sample, is it too much for the system to try to manipulate the data directly while a game is running? I would guess so since I can't see any examples of it, but it doesn't hurt to ask.
So, what kind of specs do I need to reduce a sample to where it could be reasonably played on the NES?
And second to that, just how many samples (or I guess, what's the total length of samples) a game could reasonably hold in its data?
By reasonable, I mean assuming that an actual game is being played, and the system isn't dedicating resources exclusively to playing a sound or some special event. I know some games clearly use more sound data than others, but they tend to come with some sort of cost. Gauntlet 2 has outstanding voices for the NES, but not much else.
What kind of methods are commonly employed to get around these restrictions? Like can a game quickly unload sounds and load in new sounds?
My questions are in regard to both sounds used for music and for sound effects. I would assume that the system doesn't really differentiate between the two, so the only consideration is "how much space do I need for sounds" vs "how much space do I need for instruments." But if I am incorrect in that assumption, please elucidate me.
Also, would I be correct in assuming that the NES is incapable of manipulating the PCM data on the fly? I was playing around with an .nsf player and listened to some songs with only the PCM channel playing, and I noticed none of the instruments ever changed pitch. If so, this would explain why the PCM channel only really used percussion instruments. Even if the chip itself cannot change the pitch of a PCM sample, is it too much for the system to try to manipulate the data directly while a game is running? I would guess so since I can't see any examples of it, but it doesn't hurt to ask.