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"I AIN'T READING ALLAT" (pls read it anyways)
Dang this took too long to make, and everything was laggy because I was emulating 22 sound chips at once.
When sounds are separated by a little, they are from the same chip, even if it sounds different from another one that plays in that little separation area. If they are separated by a lot then I am switching chips. The chip order goes as the following:
SOUND CHIP ORDER:
AY-3-8910
AY8930
Gameboy (LR35902)
Namco C219
Sharp SM8521
Flipper Zero (FZT)
Nintendo Entertainment System/NES (2A03)
Super Nintendo Entertainment System/SNES (SPC700)
Commodore VIC-20
OKI MSM5232
Philips SAA1099
Commodore 64 8580 (SID 8580)
Atari 2600 (TIA)
Atari Lynx (MIKEY)
POKEY
Yamaha OPL (YM3526)
Tildearrow Sound Unit (TSU)
Bifurcator
Famicom Disk System (2C33)
Konami Bubble System WSG (Basically The Namco WSG (Pacman Chip))
T6W28
ZX Spectrum Beeper (48K, SFX-Like Engine)
For the sample chips, I used the noise generator (if available) and then used a fixed noise sample. It's the same sample, but some chips affect it differently than others. Like the SNES lowpasses it, and the C219 uses linear interpolation (2-tap) instead of Nearest Neighbor interpolation (1-tap).
Ether Audio
Type
Wave (.wav)
Duration
2:59.500
File size
13.7 MB
Sample rate
39999.0 Hz
Bit depth
16 bit
Channels
Mono