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S-DSP/Noise: Difference between revisions

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Noise clock table
Noise clock table


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]. <sup>[1]</sup> 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). <sup>[2]</sup> Its initial seed value is 4000h and its period is 32,767 (2^15 - 1), after which the noise audibly repeats. [[S-DSP/Noise/Values|See all of the values here.]]


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).  The [[S-DSP/Gaussian Filter|Gaussian interpolator]] does not operate on the hardware noise generator.
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.
 
The [[S-DSP/Gaussian Filter|Gaussian interpolator]] does not operate on the hardware noise generator.


{| class="wikitable"
{| class="wikitable"
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=== See Also ===
=== See Also ===
* [[The Infamous Bit-Of-Confusion]]
* [[The Infamous Bit-Of-Confusion]]
* [[Polynomial Counter]]


=== References ===
=== References ===
* [https://archive.org/details/SNESDevManual/book1/page/n174 page 3-7-8] of the official Super Nintendo development manual
# https://github.com/ares-emulator/ares/blob/master/ares/sfc/dsp/dsp.hpp#L76
* [1] https://github.com/ares-emulator/ares/blob/master/ares/sfc/dsp/dsp.hpp#L76
# https://github.com/ares-emulator/ares/blob/master/ares/sfc/dsp/misc.cpp#L26
* [2] https://github.com/ares-emulator/ares/blob/master/ares/sfc/dsp/misc.cpp#L26
# Table 3-7-4 on [https://archive.org/details/SNESDevManual/book1/page/n174 page 3-7-8] of the official Super Nintendo development manual


[[Category:Audio]]
[[Category:Audio]]
[[Category:SNES Hardware]]
[[Category:Registers]]

Latest revision as of 08:45, 1 December 2023

LSFR noise.png

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 its period is 32,767 (2^15 - 1), after which the noise audibly repeats. See all of the values here.

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

  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
  3. Table 3-7-4 on page 3-7-8 of the official Super Nintendo development manual