Hello!
I know this topic has been discussed at length from different angles, but as someone without experience on the audio side of NES programming, and without experience in NES composition, I'm hoping that I can find some simple answers to the questions I face in finding a sound engine that will work for my project and its composer.
From what I understand, the main options available are Famitone2, GGsound, and Pently. I'm curious about how these stack up in music options, CPU performance, and size in ROM of engine and songs. I'm also curious about licenses and whether or not I'm able to use these engines for my project. I don't know much about the various software licenses. I'm curious if the sound engine will comply with the licensing restrictions of the compo, and also, if the licensing would allow for a stand-alone copy to be sold. In an unrelated question, I'm curious if the licensing of the compo will allow me to make an extended version of my game later and sell it, but that's a question for a different thread.
The composer with whom I am speaking is used to writing in Famitracker, and I'd prefer to not have to ask him to change his techniques. Being able to convert from a file used by the composer is a plus. If there's a substantial increase in performance, or decrease in size from converting manually, then I could see that as a reason that it might be worthwhile, but it would be nice if I didn't have to do that. The main reason of using a pre-existing engine is so that I can have music in my game without having to start a new project of learning how to program sound for the system. Converting complex music by hand seems like it could become a Pandora's Box of time expense.
Allowing the composer to write with the techniques with which he is comfortable is highly important, but I understand that there will be trade-offs from what Famitracker engine can do, and what is feasible to run during gameplay. I expect there will be some limits. The size of the compo cart alone is a restriction on DPCM, so only short samples there. I hear that he may not be able to use the volume column and that he may be limited in the number of effects. If I knew what trade-offs each engine implements, I could present the choices to him and let him decide which would be best for his music.
I mentioned speed, and that's pretty important. With the game I'm making, I'm trying to be able to have as much going on on-screen as possible without slowdown. If one of the sound engines is considerably slower than the others, then I'd rule it out. If we're talking about a different of ~200 cycles though, I'd rule on other factors.
TL;DR: I'm looking for a brief description of the strengths/weaknesses of the various sound engine options to communicate to a Famitracker composer who does not have programming knowledge, and a brief description of their licenses so that I can rule out ones which are not an option for this project.
I know this topic has been discussed at length from different angles, but as someone without experience on the audio side of NES programming, and without experience in NES composition, I'm hoping that I can find some simple answers to the questions I face in finding a sound engine that will work for my project and its composer.
From what I understand, the main options available are Famitone2, GGsound, and Pently. I'm curious about how these stack up in music options, CPU performance, and size in ROM of engine and songs. I'm also curious about licenses and whether or not I'm able to use these engines for my project. I don't know much about the various software licenses. I'm curious if the sound engine will comply with the licensing restrictions of the compo, and also, if the licensing would allow for a stand-alone copy to be sold. In an unrelated question, I'm curious if the licensing of the compo will allow me to make an extended version of my game later and sell it, but that's a question for a different thread.
The composer with whom I am speaking is used to writing in Famitracker, and I'd prefer to not have to ask him to change his techniques. Being able to convert from a file used by the composer is a plus. If there's a substantial increase in performance, or decrease in size from converting manually, then I could see that as a reason that it might be worthwhile, but it would be nice if I didn't have to do that. The main reason of using a pre-existing engine is so that I can have music in my game without having to start a new project of learning how to program sound for the system. Converting complex music by hand seems like it could become a Pandora's Box of time expense.
Allowing the composer to write with the techniques with which he is comfortable is highly important, but I understand that there will be trade-offs from what Famitracker engine can do, and what is feasible to run during gameplay. I expect there will be some limits. The size of the compo cart alone is a restriction on DPCM, so only short samples there. I hear that he may not be able to use the volume column and that he may be limited in the number of effects. If I knew what trade-offs each engine implements, I could present the choices to him and let him decide which would be best for his music.
I mentioned speed, and that's pretty important. With the game I'm making, I'm trying to be able to have as much going on on-screen as possible without slowdown. If one of the sound engines is considerably slower than the others, then I'd rule it out. If we're talking about a different of ~200 cycles though, I'd rule on other factors.
TL;DR: I'm looking for a brief description of the strengths/weaknesses of the various sound engine options to communicate to a Famitracker composer who does not have programming knowledge, and a brief description of their licenses so that I can rule out ones which are not an option for this project.