Does this have a simple way of exporting music? It would be really cool if it could be all shoved into a Base64 buffer and shared like the Makecode music system has.
yes, but to export/import it uses its own file format…(which is just a 2d list of each note and the corresponding information)
each sublist stores the instrument, starting beat, duration, line (vertical), if its a sharp, and any pitch bend. all the info is logged in the console so you can head over and copy it.
i dont know the system of the internal music editor, but it’d require a denser pitch limit and you’d have to choose instruments that match with the ones from the internal (the car ;-
If im right that this is for your note program it’ll probably work for that. idrk the midi format but you could make it be a sort of middle man for a converter…
only problem is that its very fragile right now since it’s running with a game update loop to detect notes. having the notes played and the screen rendered at the same time make it much slower (the video is edited to put the two together)…probably just buildup from the other parts of the program but ill try to optimize as much as i can…
Well, I was talking about how the Makecode system has a hex buffer that can easily be copied into a new project and played again with no issues. This would be useful for sharing music, as current settings and such aren’t shared between projects. If you could pack all that array information into a buffer that can be exported, copied, pasted, and played again, it would be very useful for sharing music easily! Of course, I have yet to actually look at the project so I have no idea how well this would work. I… guess I’ll do that when it comes out! I can also help greatly with optimization, especially if the project is in JavaScript, so if you want me to help with that part when it’s released, I’d be happy to help!
yep, it logs all your data (Notes, Accentation, Waves, Volumes, etc) into the console so you can go and copy it. then paste the data into another skeleton project which is reserved just for playing, which you can then share
I’d like to announce that FruitWave Composer’s first release…is now out!
i know its been taking so long
So here is the demo. The visual demo has the built-in graphical interface of the composer, and the audio has just the audio, with the placeholder in the livestream of the original song. The visual might lag a bit but that’s not from the project itself
(This is VRC6 accurate, meaning it can play on an original NES, for the most part, but once the synth chords come in I gave up. it doesn’t include the section after the minute of bird noises)
The composer itself is coming out very soon; i just need to write controls + some instructions on how to use it
I would still love some help…
@richard is it possible to add pulse 12.5% and pulse 25% as individual waves to the sound editor? if there were, then it would become closer to the capabilities of actual NES sound chips
to everyone, I’ve been trying to find good sounds for using the noise waves as a drumkit, but nothing I’ve tried has worked to get the right sounds. if anyone can get good sounds I’d really appreciate it. (you might notice in the code I tried to “borrow” some sounds from the original makecode composer but it didn’t really work)
I’ll also be making a few more demo releases to demonstrate other capabilities of the composer
Wow, this is really impressive and very accurate! I’m always so happy to hear about new music tools because they’re so much rarer than visual or sprite tools.