I like the sound of FM when it's done right but most people kinda get boring with it, and especially having FM alone is just meh. I like a PCM or something channel to be thrown in there. The soundtrack I'm currently liking is After Burner 2, track 9, After Burner, Melody Version, ripped from an emulated z80 on a 3DS. Which since YouTube isn't helping me today sounds like this. That's a YM2151 and a Sega PCM. If you're not a chip freak don't let that square wave fool you it's actually being made by the FM chip! YM2151, which seemed to be very popular in arcade games, only had FM, no PSG in it. You can tell the square is FM by listening to the way it decays, it's not just volume it's actually getting duller. Wavetable chips are cool too, and for the mml programmer they're easier to get a sound out of than FM. I can take this audacity plug-in and plop a wave file I've pre-cut and sampled into it and it spits out some numbers, which I can configure what chip they're for, and plop it into an mml file. FM ain't near that simple, and when using mml and not a tracker of some sort with live preview you spend forever just trying to get the sounds you want, and FM drums? I could never grasp how the hell you make those. The C64 was feckin' cool too in it's day, the amiga as well. The Amiga could have been so much more if people had just employed software mixing, it truly was a fully capable sound card which if you had the power you could mix a fuck ton of sounds on and avoid the resampler. But nobody did, maybe the CPU was bad enough that you couldn't do software mixing and run a demo/game at the same time. Some mods do use both channels with one sound to do panning and stuff but overall they use them all separately. And they are actually supposed to be hard left and hard right, they end up being halfwidth because the hard panning can be hard on the ears when listening through headphones. I think most people had speakers on the thing. Wish I could make a SID tune with mml, but the only compiler for it, XPMCK, has the shittiest c64 implementation it could ever have. I do like it's FM implementation though where you actually use mml to poke the registers, instead of either poking the registers directly, IWW! Or using the PMD style tone envelope definition, but I'm getting into something called mml2vgm so I have to get myself comfortable with the PMD format. I also have PMD, Dekyo might like/know that one, but I'm so used to ppmck syntax it's a bit of getting used to. Not as bad as mml2vgm though, there's something about apostrophes and envelopes are all weirdly defined using this extended ADSR shit and you don't have @v anymore, and I really need @v. I mean I guess since the majority of those chips are FM I don't have to use @V everywhere but for PSG's and wavetables it'd be nice as an alternate. Also documentation isn't in English and it's got this command chart that even the people who can see get head aches from the thing. Nasty. Wish it was an html table. Anyways I'm rambling about mml now but yeah those are the ones I like. I like the sound of FM chips, but programming them is a bitch. I can't even imagine raw register poking, surely even game composers didn't have to do that though because drivers. Basic PCM chips add a litle flavor to some FM sound, the combo can be good. Genesis had a great combo, had a blippy little PSG for sfx and some really retro sounds, though the noise generator sucked ass, an FM chip with not too many, not too few channels, and that little DAC for ya drums. Amazing to see some of the soundtracks made for that thing, and people to this day are still using actual! Genesis hardware to make music.
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An anomaly in the matrix. An error in existence. A being who cannot get inside the goddamn box! A.K.A. Me.