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Intense Tech with Defence Mech — различия между версиями
(Scoping Out New Features!)
(Бочки в версии 6: часть 1!)
 
(не показаны 2 промежуточные версии этого же участника)
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'''Изменение высоты тона с помощью P/L/V'''
 
'''Изменение высоты тона с помощью P/L/V'''
  
When LSDj changed from version 4 to version 5.1.0, the pitch engine also changed, as covered by Paul’s LSDj Tech Talk. Until version 6, there was no way to recreate the old logarithmic pitch. Luckily, we now have an instrument setting called “P/L/V” which is actually not entirely obvious about what it should affect, but I will clarify that! P/L/V settings affect how P commands, L commands, and/or V commands work. The default setting of “FAST” plays pitch slides and vibrato at the fastest rate possible (this was previously known as “HF”). Pressing A+Down changes to “TICK” which plays pitch slides and vibrato at a much slower rate that is also affected by the tempo of the song. Pressing A+Down again changes to “STEP” which makes P command a pitch offset only, which is not very useful for kicks, but makes P commands on wave drumkit snares a lot of fun! What we want to change is actually found when we press A+Up from “FAST” and we find a new option: DRUM!
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Когда LSDJ обновился с версии 4 до версии 5.1.0, то изменению подвергся и движок изменения высоты тона. И до версии 6 не было возможности воссоздать старое поведение. К счастью, теперь у нас есть такая настройка, как "P/L/V", которая работает не совсем очевидно для предназначенных для этого вещей, но я всё объясню! Настройка "P/L/V" влияет на работу команд P, L и V. Стандартное значение "FAST" позволяет воспроизводить слайды и вибрато с максимально возможной скоростью (ранее это задавалось значением "HF"). Комбинация A+вниз меняет значение на "TICK", и слайд с вибрато осуществляется с меньшей скоростью. Ещё одно нажатие A+вниз меняет значение на "STEP", и поведение команды P меняется на простое смещение высоты тона, что не полезно для ударных, но весьма забавно для волнового канала. А теперь нажатие А+вверх, и мы видим следующую опцию: "DRUM"!
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<center>[[Файл:Intense Tech with Defence Mech - file 10-1.png]]<br>
 
<center>[[Файл:Intense Tech with Defence Mech - file 10-1.png]]<br>
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==Let’s Appreciate Version 8!==
 
==Let’s Appreciate Version 8!==
 
''Оригинальная статья на [https://chiptuneswin.com/blog/intense-tech-with-defense-mech-lets-appreciate-version-8/ chiptuneswin.com]''<br/>
 
''Оригинальная статья на [https://chiptuneswin.com/blog/intense-tech-with-defense-mech-lets-appreciate-version-8/ chiptuneswin.com]''<br/>
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<spoiler text="Пока перевода нет">
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Hello again, and welcome to another edition of Intense Tech! This month, I’d like to highlight some of the changes that’ve been implemented since my version 7 article. Let’s dive on in!
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'''The LSDJ Manual has been updated to version 8!'''
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For those of us who like to RTFM, it’s nice to know that the official LSDJ manual has now been updated with all the new changes for version 8! So if you have specific questions about features or functionality, the answers can most likely be found in the manual, which is located on [https://www.littlesounddj.com/lsd/latest/documentation/ the LSDJ website in the documentation section].
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'''New screen layout'''
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The screen layout has been updated to reduce the amount of switching between screens. Instead of the old three-row layout, there are now only two rows. The main row which includes the Song, Chain, Phrase, Instrument, and Table screens, remains unchanged. The top row now includes, in order from left to right, Project, Groove, Synth, and Wave screens. Additionally, when navigating upwards from the main row, LSDJ remembers which screen you were on previously. This enables easy switching between the Phrase screen and the Synth screen, for instance. Some shortcuts exist for convenience: for example, navigating upwards from the Song screen always goes to the Project screen, and going upwards from a G command will always go to the Groove screen. Here’s a map of the new screen layout from the LSDJ manual:
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[[File:Intense Tech 13-1.png]]
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'''ADSR for Pulse and Noise Instruments'''
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As mentioned in the previous interview with Johan Kotlinski, the Envelope settings for Pulse and Noise instruments is now replaced with ADSR for finer volume control. The ADSR has three stages, each with two digits: the first digit 0 through F controls volume, and the second digit 0 through 7 controls duration (0 holds at that volume indefinitely). An ADSR of 5100 is like the old Envelope of 51, volume starts at 5 and quickly decays to 0. An ADSR of 246732 would start at volume 2, rise to volume 6 somewhat quickly, decay to volume 3 more slowly, then quickly fade to 0. Using the ADSR in combination with commands such as RFx (retrigger with a decrease in volume) can act similarly to a tremolo command. E commands and the volume columns in tables remain unchanged and function the same as they have previously – they will override the ADSR volume when used in tables or phrases.
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'''Z command enhancements'''
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In the post “Don’t Sleep on Z (feat. Hypnogram)”, I indicated that Z did not work with D, G, or H commands. This is no longer the case! Z now works with every command except H (and of course, Z itself). This could make for some very interesting rhythmic consequences, as we now have the ability to randomize using a straight groove or a swung groove, for example. I’m really looking forward to trying this out and seeing what happens!
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'''Miscellanous minor changes'''
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To wrap up this entry, there are a few minor changes that are likely worth mentioning to help avoid confusion. Let’s have a little “lightning round” of small changes:
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• Tables can now switch between “Play” and “Step”, where Play is the usual 1-tick-per-line, and Step is what was previously called “Automate”.
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• The setting previously called “FX/SPEED” in version 7 has been renamed to “CMD RATE”.
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• The wave instrument screen now shows the parameter “Loop Pos” instead of “Repeat” and rather than setting how many frames will loop, it sets the position of the loop point. Setting the loop point to 0 will repeat every wave frame specified by the length for the instrument.
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• Using R commands in the wave channel will now retrig the synth from the beginning wave frame.
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• Wave instruments are now set to Manual playback by default.
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• Synths can now be cloned from the Wave Instrument screen (press Select+(A,B) on the Synth number).
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• By default, a new instrument is set to use the channel where it was created.
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• Setting xF in the table volume column will hop to row x.
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• It’s now possible to use prelisten with a PS/2 keyboard, and to configure key delay in the Project screen.
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• “Clean Song Data” and “Clean Instrument Data” now remove duplicate chains, instruments, and tables.
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'''Optimizations and tweaks for usability'''
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This is truly last but NOT least! Many changes have been made to optimize the playback of songs and the responsiveness of the interface. For a while, it’s been known by many users that simultaneously using V commands in three channels could potentially cause the Game Boy to slow down, freeze, become unresponsive, and/or possibly crash. This is no longer the case! The old brick DMG can handle this and more at tempos in excess of 250 without choking or slowing down. Some of the button presses (such as pressing A twice to make a new chain) have been optimized to be more user-friendly, and screen navigation and scrolling is more responsive.
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Once again, a huge thanks to Johan Kotlinski for doing some amazing work over the past few months to make version 8 a truly incredible piece of software, and making improvements that almost seem like they should be impossible!
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Let me know if you have any questions about the new version, or ideas that you would like to see for future installments of Intense Tech by emailing me at defensemech@chiptuneswin.com! Until next time, this is DEFENSE MECHANISM, signing off!
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</spoiler>
  
 
==Let’s Mix It Up (and Down)!==
 
==Let’s Mix It Up (and Down)!==
 
''Оригинальная статья на [https://chiptuneswin.com/blog/intense-tech-with-defense-mech-lets-mix-it-up-and-down/ chiptuneswin.com]''<br/>
 
''Оригинальная статья на [https://chiptuneswin.com/blog/intense-tech-with-defense-mech-lets-mix-it-up-and-down/ chiptuneswin.com]''<br/>
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<spoiler text="Перевода пока нет">
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Hello again, and welcome back to another edition of Intense Tech! This month, let’s take a look at some different ways to consider mixing in LSDj. After reading this article, I hope you’ll have some new ways to think about working with the volumes, stereo panning, and frequency ranges of your instruments to make them shine throughout your tracks! Let’s dig in!
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Ever since I started using LSDj, I’ve always struggled to make the parts fit in such a way that they enhance each other, but I’ve stumbled upon some ways to help balance instruments and channels such that each part has a place and complements the others.
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While it’s worthwhile to think about mixing in terms of volume of the instruments and channels, there are other ways to adjust the sound that don’t involve simply turning volumes up and down. We can also think about stereo placement of the sound, as well as frequency range. If we consider these three options together, we can have even more possibilities when balancing the components in a mix, even on a Game Boy!
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'''Control Space Using Panning'''
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One of the great strengths of the Game Boy’s sound chip is that it has stereo sound control. Even though you can only control Left, Right, or both channels at once, it can still be used to great effect. Even just adding some alternating panning on things like pulse channel notes or noise channel hi-hats can create a sense of space and ambience. In this example, first an arrangement plays a lead in the first pulse, some backing harmony in the second pulse, a kick and bass in the wave channel, and hi hats and snare in the noise channel. Listen to the difference between the first part without panning, and the second part with panning:
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{{#widget:video | url=http://chipwiki.ru/music/intensetechwithdefencemech/14-1.mp4}}
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'''Control Frequency Using Octaves'''
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This might seem so obvious, but don’t overlook the possibilities that you have by doing some simple octave transposing. Using the previous example, let’s examine what happens when we apply an octave transpose to the melody:
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{{#widget:video | url=http://chipwiki.ru/music/intensetechwithdefencemech/14-2.mp4}}
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This can freshen up a lead that might seem a bit stale, and it has the added benefit of making sure that two instruments don’t get caught fighting in the same frequency range. Think about playing a piano with two hands: it’s much easier to place your left hand in a lower range of the piano, and your right hand above it in a higher range. If both hands are trying to play notes in the exact same octave, it can seem like the hands are trying to battle it out. Rather than increasing the volume, try seeing if you can change the frequency so that each channel is situated comfortably in its own range. While this won’t work for every case, you might find that it opens up quite a bit of room in the mix — and when you only have four bits of dynamic range, every little bit counts!
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'''Control Volume Using Transients'''
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A transient is a sound that contains a sudden loud, short burst at the beginning. I learned this great trick from Pain Perdu: You can utilize this burst of noise to make a snare stand out in the mix without overpowering the other channels. Here is are three example of a snare that’s soft, then loud, then utilizing a transient:
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{{#widget:video | url=http://chipwiki.ru/music/intensetechwithdefencemech/14-3.mp4}}
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Setting the instrument volume to a relatively medium or high volume like 90 means the instrument starts with this loud volume, and the volume is reduced when the E command plays in the table. This also means you can use E commands in the phrase next to the snare if you want to raise or lower the volume of the transient. As you can hear, it can help the snare cut through the mix and creates more impact without blasting over everything else, offering some nuance to your percussion. This can also be used effectively for other noise instruments or even pulse instruments.
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'''Control Wave Channel Volume Using Limit'''
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The wave channel can provide a lot of power and impact in a track, but sometimes volume control can be tricky. Using E commands provides limited help in cases where E03 at 100% volume is too loud, but E02 at 50% volume is too soft. Using Limit in the wave synth instrument lets you keep the wave synth at full volume while controlling the maximum volume of the waves. You might recall that Limit will constrain the dynamic range of the waveform to a certain range of volume, no matter how loud the Volume for the wave synth or the wave instrument is set. Setting Limit to 8 will reduce the wave instrument to 50% volume even while set to Volume level 3, so setting Limit anywhere from 9 (about 56% volume) to E (about 94% volume) will allow you to access more variation in volume. See the example video below:
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{{#widget:video | url=http://chipwiki.ru/music/intensetechwithdefencemech/14-4.mp4}}
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Additionally, if you set the start and end points to different Limit values, you can use W commands to control the speed and length. This allows for even greater control of volume, as shown in the following example:
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{{#widget:video | url=http://chipwiki.ru/music/intensetechwithdefencemech/14-5.mp4}}
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'''Control Pulse Channel Volume Using ADSR'''
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Lastly, there is a wonderful feature in the newest versions of LSDj which is the volume ADSR. It might seem confusing at first, but you can consider it like chaining E commands together. For each stage of the ADSR, the first digit specifies volume and the second digit specifies the length. Once you provide the second digit, the next stage opens. This can be used similarly to a transient, to start loudly and fade to a lower volume. Or, it can be used to start at a low volume and fade in to a higher volume. The big advantage to fading in with ADSR is that, unlike with an E command which fades in, increasing in volume until the volume maxes out at F (or until the next E command), the next stage of the ADSR can be set to a lower maximum volume. Here’s an example of how the ADSR works:
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{{#widget:video | url=http://chipwiki.ru/music/intensetechwithdefencemech/14-6.mp4}}
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In previous versions as well as current versions of LSDj, ADSR can be mimicked with the volume column of a table. Although it uses an extra table, it can be helpful when the regular E commands don’t provide the extra level of detail you might need when trying to get that part to sit just right in the mix.
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That’s it for this month’s edition of Intense Tech! What other topics would you like to see covered? Feel free to send your comments my way at defensem3ch@chiptuneswin.com. Until next time, this is DEFENSE MECHANISM, signing off!</spoiler>
  
 
[[Категория:LSDJ]]
 
[[Категория:LSDJ]]

Текущая версия на 13:32, 28 июня 2020

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Scoping Out New Features!

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Let’s Mix It Up (and Down)!

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