S-DSP/Noise: Difference between revisions
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Hardware noise on the SNES is generated by a 15-bit Fibonacci [https://www.eetimes.com/tutorial-linear-feedback-shift-registers-lfsrs-part-1/ linear-feedback shift register]. [1] Unlike the NES which has two hardware noise timbres, the SNES only has one. The taps are located at bits 0 & 1, which are XOR'd together and fed back into bit 14 while the whole register shifts to the right (dividing everything else by two). [2] Its initial seed value is 4000h. | Hardware noise on the SNES is generated by a 15-bit Fibonacci [https://www.eetimes.com/tutorial-linear-feedback-shift-registers-lfsrs-part-1/ linear-feedback shift register]. [1] Unlike the NES which has two hardware noise timbres, the SNES only has one. The taps are located at bits 0 & 1, which are XOR'd together and fed back into bit 14 while the whole register shifts to the right (dividing everything else by two). [2] Its initial seed value is 4000h and a period of 32,767 (2^15 - 1). | ||
Note that the noise sampling frequency is the perceived pitch (due to overtones) even though it is double ([https://www.techtarget.com/whatis/definition/Nyquist-Theorem Nyquist]) that of the fundamental. It is selected via bits 0 to 4 of the FLG register in [[DSPRAM]] (see the table below). On reset, the noise frequency is reset to zero. | Note that the noise sampling frequency is the perceived pitch (due to overtones) even though it is double ([https://www.techtarget.com/whatis/definition/Nyquist-Theorem Nyquist]) that of the fundamental. It is selected via bits 0 to 4 of the FLG register in [[DSPRAM]] (see the table below). On reset, the noise frequency is reset to zero. |
Revision as of 19:37, 11 July 2023
Noise clock table
Hardware noise on the SNES is generated by a 15-bit Fibonacci linear-feedback shift register. [1] Unlike the NES which has two hardware noise timbres, the SNES only has one. The taps are located at bits 0 & 1, which are XOR'd together and fed back into bit 14 while the whole register shifts to the right (dividing everything else by two). [2] Its initial seed value is 4000h and a period of 32,767 (2^15 - 1).
Note that the noise sampling frequency is the perceived pitch (due to overtones) even though it is double (Nyquist) that of the fundamental. It is selected via bits 0 to 4 of the FLG register in DSPRAM (see the table below). On reset, the noise frequency is reset to zero.
The Gaussian interpolator does not operate on the hardware noise generator.
FLG.0-4 | Sampling Frequency | Pitch | Example |
---|---|---|---|
00 | 0 Hz | off | |
01 | 16 Hz | C0 - 38¢ | |
02 | 21 Hz | E0 + 33¢ | |
03 | 25 Hz | G0 + 35¢ | |
04 | 31 Hz | B0 + 7¢ | |
05 | 42 Hz | E1 + 33¢ | |
06 | 50 Hz | G1 + 35¢ | |
07 | 63 Hz | B1 + 35¢ | |
08 | 83 Hz | E2 + 12¢ | |
09 | 100 Hz | G2 + 35¢ | |
0A | 125 Hz | B2 + 21¢ | |
0B | 167 Hz | E3 + 23¢ | |
0C | 200 Hz | G3 + 35¢ | |
0D | 250 Hz | B3 + 21¢ | |
0E | 333 Hz | E4 + 18¢ | |
0F | 400 Hz | G4 + 35¢ | |
10 | 500 Hz | B4 + 21¢ | |
11 | 667 Hz | E5 + 20¢ | |
12 | 800 Hz | G5 + 35¢ | |
13 | 1.0 kHz | B5 + 21¢ | |
14 | 1.3 kHz | E6 - 24¢ | |
15 | 1.6 kHz | G6 + 35¢ | |
16 | 2.0 kHz | B6 + 21¢ | |
17 | 2.7 kHz | E7 + 41¢ | |
18 | 3.2 kHz | G7 + 35¢ | |
19 | 4.0 kHz | B7 + 21¢ | |
1A | 5.3 kHz | E8 + 9¢ | |
1B | 6.4 kHz | G8 + 35¢ | |
1C | 8.0 kHz | B8 + 21¢ | |
1D | 10.7 kHz | E9 + 25¢ | |
1E | 16 kHz | B9 + 21¢ | |
1F | 32 kHz | B10 + 21¢ |
See Also
References
- page 3-7-8 of the official Super Nintendo development manual
- [1] https://github.com/ares-emulator/ares/blob/master/ares/sfc/dsp/dsp.hpp#L76
- [2] https://github.com/ares-emulator/ares/blob/master/ares/sfc/dsp/misc.cpp#L26