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Forum Index : Microcontroller and PC projects : Hello and My PicoMite Build!

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vegipete

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Joined: 29/01/2013
Location: Canada
Posts: 1127
Posted: 11:53pm 22 May 2025
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Yes, Audacity can directly record sounds generated by the computer - just select the appropriate source. You may need to play with levels a bit to avoid clipping.

I don't know enough to comment about adding a main track. Either you create your own using instruments and notes, etc, or perhaps start with an existing music MOD file and add the sound effects to it. Martin and/or TweakerRay (who hasn't been active in a few years) seem to be the knowledgeable musicians. Maybe they'll chime in.
Visit Vegipete's *Mite Library for cool programs.
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5030
Posted: 06:35am 23 May 2025
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Hi Pete,

I have Martin's "Modtracker Pro Clone" installed under linux. It is a very oldfashioned user interface. But I can load existing MOD files that Martin created and play the main tune. Still searching how to (parallel) play the sfx.

But it has a steep learning curve....

I seems your OpenMTP can run under Wine, so I may try that next.

But whatever tool I end up using, my start plan is to take an existing MOD file (there are archives on the internet) and learn how to add sfx to them and use that in a MMBasic program. Once I can do that I can use AI to generate me a main sound track. Then I never have legal issues (unless AI calls for the judges).

Volhout

P.S. I did not find the sound output as a source, but I will experiment with all options. ALSA (basis under Audacity under Linux) did also refuse to start when the sound output is set to HDMI (the TV). But it works fine when sound output is set to PC analog output.
Edited 2025-05-23 16:38 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Mixtel90

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Joined: 05/10/2019
Location: United Kingdom
Posts: 7822
Posted: 06:45am 23 May 2025
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AI "learns" from copyrighted material. The chances are that anything it produces will, as a minimum, copy the "look and feel" of what it has "learned" (i.e. stolen). That's a minimum, it may even sample sections without permission. I wonder if that makes it risky to use AI for any sort of artistic "creation" unless you instruct it to only use sources on which the copyright can be verified to have expired or which can be verified to be copyright free?
Mick

Zilog Inside! nascom.info for Nascom & Gemini
Preliminary MMBasic docs & my PCB designs
 
dddns
Guru

Joined: 20/09/2024
Location: Germany
Posts: 471
Posted: 07:23am 23 May 2025
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Maybe you'll find something here?
You can choose the license the .mod file is underlying

What linux do you use? I'm using Mint based on ubuntu 22.04 and it uses pulse audio
as base. I can choose all attached devices as source or output
Edited 2025-05-23 17:29 by dddns
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5030
Posted: 07:29am 23 May 2025
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  dddns said  Maybe you'll find something here?
You can choose the license the .mod file is underlying


Yes, that is also my preferred page...

Volhout
.
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1220
Posted: 04:40pm 23 May 2025
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  Volhout said  Hi Pete,
I have Martin's "Modtracker Pro Clone" installed under linux. It is a very oldfashioned user interface. But I can load existing MOD files that Martin created and play the main tune. Still searching how to (parallel) play the sfx.

The effects are not played as they are not part of the song (unlike with PlayModsample), i.e. they are not called up in any of the patterns.
A MOD can contain up to 32 samples, but rarely uses all the slots, and the SFXs are loaded into the free slots. In Protracker you can still customize them with the sample editor. If you then save the mod file, the SFX samples are saved with it. You can then only play the SFX, as they are not part of the music, using the Play Modsample command.
'no comment
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5030
Posted: 08:20pm 23 May 2025
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Hi Martin,

When you include a sample in a song, you add a note to it. C or G or A.
How is that when you play a sample with PLAY MODSAMPLE ?

Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1220
Posted: 10:42am 24 May 2025
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  Volhout said  Hi Martin,

When you include a sample in a song, you add a note to it. C or G or A.
How is that when you play a sample with PLAY MODSAMPLE ?

Volhout

Harm,
if you use 16khz 8 Bit Mono Sample, the default settings should already fit



Goto Disk OP and load your Modul File


Click on the Sampler Button and change the Samplenumber to chouse a empty slot


 
Then just load your Sample at this slot, close the Sampler and Save the MOD File.

Now your mmbasic Program can play the Sample with the PLAY MODSAMPLE Samplenum, channel.
Samplenum is the number of the slot into which you have loaded your sample,
channel (1 to 4) You can choose this freely between 1 and 4, I would “rotate” the number to make sure that the channel is not already being used by another SFX.
Edited 2025-05-24 20:50 by Martin H.
'no comment
 
dddns
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Joined: 20/09/2024
Location: Germany
Posts: 471
Posted: 10:56am 24 May 2025
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Many thanks for that howto! In Ubuntu22 its even included
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 5030
Posted: 01:28pm 24 May 2025
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@Martin.H

Yes, I am getting the hang of it. For this you only need to touch the surface of this capable tool. Composing your own songs is the complex part. Adding SFX to a MOD song is super simple....

Thanks for giving me a push in the right direction.

Volhout
Edited 2025-05-24 23:28 by Volhout
PicomiteVGA PETSCII ROBOTS
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1220
Posted: 02:03pm 24 May 2025
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  Volhout said  Composing your own songs is the complex part. Adding SFX to a MOD song is super simple....
Volhout,
yes I've done the song for GemsnRocks by myself.. First made in my DAW (FL Studio) and later transfered it Note by Note to the Mod Format.Unfortunately, there are no ready-made tools for this, as the formats are totally different.
As described, I have a musical background  and still remember the time at the beginning of the 90s with the Noisetracker, so the type of operation is not quite so unusual. The programs come from a time before Windows, when everyone made their own GUI.
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g0730n
Newbie

Joined: 14/05/2025
Location: United States
Posts: 17
Posted: 10:49pm 24 May 2025
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I feel like learning creating MOD files with the tracker will be more difficult for me then building the picomite and learning MMBasic lol... but i do want to eventually create and use all my own SFX and music.

So for now just using opengame art sounds and music as placeholders.
 
Marcel27

Regular Member

Joined: 13/08/2024
Location: Netherlands
Posts: 89
Posted: 10:13am 25 May 2025
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Nice work!
 
Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1220
Posted: 05:10pm 06 Jun 2025
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  g0730n said  I feel like learning creating MOD files with the tracker will be more difficult for me then building the picomite and learning MMBasic lol... but i do want to eventually create and use all my own SFX and music.

So for now just using opengame art sounds and music as placeholders.


I have found an entertaining little introduction to working with MOD files.
Making electronic dance music in 1990 with budget home computer

perhaps it will help to better understand some things and how to use trackers.
Cheers
Martin
'no comment
 
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