{"id":6948,"date":"2014-11-05T09:15:25","date_gmt":"2014-11-05T14:15:25","guid":{"rendered":"http:\/\/www.videogamedj.com\/?p=6948"},"modified":"2014-11-05T09:25:03","modified_gmt":"2014-11-05T14:25:03","slug":"wavetable-tutorial-for-plogue-chipsounds","status":"publish","type":"post","link":"https:\/\/gamechops.com\/vgdj\/wavetable-tutorial-for-plogue-chipsounds\/","title":{"rendered":"Wavetable Tutorial for Plogue Chipsounds"},"content":{"rendered":"<p><a href=\"http:\/\/www.plogue.com\/products\/chipsounds\/\">Plogue Chipsounds<\/a> works great with its presets. But if you really want to nail the classic sounds you\u2019re gonna need to dig into the rather confusing Wavetable. It\u2019s really not as bad as it seems at first glance. This tutorial will help you learn how to use it to create classic sounds and also show you some great examples along the way.<\/p>\n<p><span class=\"embed-youtube\" style=\"text-align:center; display: block;\"><iframe loading=\"lazy\" class=\"youtube-player\" width=\"474\" height=\"267\" src=\"https:\/\/www.youtube.com\/embed\/TZX1hzZHnPw?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent\" allowfullscreen=\"true\" style=\"border:0;\" sandbox=\"allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox\"><\/iframe><\/span><\/p>\n<p><!--more--><\/p>\n<h3>Wave Sequencer Settings<\/h3>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"6949\" data-permalink=\"https:\/\/gamechops.com\/vgdj\/wavetable-tutorial-for-plogue-chipsounds\/fade-in\/\" data-orig-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/fade-in.png?fit=207%2C315&amp;ssl=1\" data-orig-size=\"207,315\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"fade-in\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/fade-in.png?fit=197%2C300&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/fade-in.png?fit=207%2C315&amp;ssl=1\" class=\"alignleft size-full wp-image-6949\" src=\"https:\/\/i0.wp.com\/www.videogamedj.com\/wp-content\/uploads\/2014\/11\/fade-in.png?resize=207%2C315\" alt=\"fade-in\" width=\"207\" height=\"315\" srcset=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/fade-in.png?w=207&amp;ssl=1 207w, https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/fade-in.png?resize=197%2C300&amp;ssl=1 197w\" sizes=\"auto, (max-width: 207px) 100vw, 207px\" \/><\/p>\n<p>Sync \u2013 This determines if the steps that happen in your wave table are in time with your MIDI tempo or the tempo specified in the BPM.<\/p>\n<p>BPM \u2013 Set\u2019s the internal BPM of the controller. It can be overridden by clicking Sync.<\/p>\n<p>Vel \u2013 Check this if you want the notes playing to respond to the velocity (how hard you hit it) of your keyboard or midi notes. If you uncheck this, notes play at full volume. Usually you want to uncheck this for realistic NES sounds.<\/p>\n<p>Loop start \u2013 Once the entire wave table plays through, this tells it where to start looping (if at all).<\/p>\n<p>Rel Start \u2013 If you don\u2019t want to start at the first command the first time through, put the step value in here that you wish to start on.<\/p>\n<p>We will cover Sequence settings in a future tutorial.<\/p>\n<h3>The Table<\/h3>\n<p>Let\u2019s start by looking at what each feature is for and the options under each one.<\/p>\n<p>T \u2013 The T column is for tempo. This controls the length of each sequence of commands and notes that you play. For example, if you make two wave table items with T = \u00bc, when you play the note, the commands will execute starting from when the midi event (or keyboard hit) is detected and then the second command will kick of \u00bc of a note later. Check the Sync checkbox to have it get it\u2019s tempo from the MIDI environment (aka your song\u2019s tempo). You can also put T=0 which means you want to change something about the upcoming note but not actually have it count time for this command. We\u2019ll see how this works in the examples later on.<\/p>\n<p>Type \u2013 The type column explains what each step will actually do. They are defined of the following:<\/p>\n<ul>\n<li>Null \u2013 Nothing happens, use this to leave a gap or a delay of a certain time before the next command executes.<\/li>\n<li>CC \u2013 Control Channel \u2013 You use this to change things like the vibrato, expression (volume level), filter cutoff ect.<\/li>\n<li>NoteOn \/ NoteOff \u2013 These do what you\u2019d think, they tell the note to play or not to play. You can use this to make gaps, echoes and arpeggios.<\/li>\n<li>Pitch \u2013 This will take the note up or down the amount you specify in the Evt1 column. It is used for making arpeggios.<\/li>\n<li><\/li>\n<li>KS &#8211; Keyswitch controls which of the channels of the default chip you are using, you use this to change from pulse1 to pulse2 to triangle, to noise. This can create some interesting effects that would be hard to do in a real tracker but not impossible for the chip to play.<\/li>\n<\/ul>\n<p>Evt1 Column \u2013 The settings here depend on the type you\u2019ve selected. For CC it\u2019s the selection of the note property you wish to change. It will give you a drop-down of valid choices based on your type. For pitch, it is the amount of up or down steps you wish to go.<\/p>\n<p>Evt2 Column \u2013 This column is usually the value of the change For example, if you select Type CC and Evt1 = 1 (which is Pitch LFO Depth aka Vibrato) Evt2 tells the system how much vibrato you want to be added to the note at this point.<\/p>\n<p>Some examples will explain it best. We will explain what happens at each step in the process.<\/p>\n<p><strong>Echo<\/strong><\/p>\n<figure id=\"attachment_6950\" aria-describedby=\"caption-attachment-6950\" style=\"width: 207px\" class=\"wp-caption alignleft\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"6950\" data-permalink=\"https:\/\/gamechops.com\/vgdj\/wavetable-tutorial-for-plogue-chipsounds\/echo\/\" data-orig-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/echo.png?fit=207%2C317&amp;ssl=1\" data-orig-size=\"207,317\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"echo\" data-image-description=\"\" data-image-caption=\"&lt;p&gt;Echo&lt;\/p&gt;\n\" data-medium-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/echo.png?fit=195%2C300&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/echo.png?fit=207%2C317&amp;ssl=1\" class=\"size-full wp-image-6950\" src=\"https:\/\/i0.wp.com\/www.videogamedj.com\/wp-content\/uploads\/2014\/11\/echo.png?resize=207%2C317\" alt=\"Echo\" width=\"207\" height=\"317\" srcset=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/echo.png?w=207&amp;ssl=1 207w, https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/echo.png?resize=195%2C300&amp;ssl=1 195w\" sizes=\"auto, (max-width: 207px) 100vw, 207px\" \/><figcaption id=\"caption-attachment-6950\" class=\"wp-caption-text\">Echo<\/figcaption><\/figure>\n<p>0 \u2013 The note plays for 1\/64 of a whole note.<br \/>\n1 \u2013 The note is turned off for 1\/48th of a whole note.<br \/>\n2 \u2013 The note is turned back on but at a lower volume (evt2=61)<br \/>\n3 \u2013 The note it turned off again.<br \/>\n4 \u2013 The note is turned on again at a much lower volume (evt2=20)<\/p>\n<p>The 64th and 48th notes give it the offbeat echo effect that we commonly hear in music.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Looping Staccato Arpeggio<\/strong><\/p>\n<figure id=\"attachment_6951\" aria-describedby=\"caption-attachment-6951\" style=\"width: 209px\" class=\"wp-caption alignleft\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"6951\" data-permalink=\"https:\/\/gamechops.com\/vgdj\/wavetable-tutorial-for-plogue-chipsounds\/arp-loop\/\" data-orig-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/arp-loop.png?fit=209%2C317&amp;ssl=1\" data-orig-size=\"209,317\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"arp-loop\" data-image-description=\"\" data-image-caption=\"&lt;p&gt;Arp Loop&lt;\/p&gt;\n\" data-medium-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/arp-loop.png?fit=197%2C300&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/arp-loop.png?fit=209%2C317&amp;ssl=1\" class=\"size-full wp-image-6951\" src=\"https:\/\/i0.wp.com\/www.videogamedj.com\/wp-content\/uploads\/2014\/11\/arp-loop.png?resize=209%2C317\" alt=\"Arp Loop\" width=\"209\" height=\"317\" srcset=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/arp-loop.png?w=209&amp;ssl=1 209w, https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/arp-loop.png?resize=197%2C300&amp;ssl=1 197w\" sizes=\"auto, (max-width: 209px) 100vw, 209px\" \/><figcaption id=\"caption-attachment-6951\" class=\"wp-caption-text\">Arp Loop<\/figcaption><\/figure>\n<p>0 \u2013 The note is turned on and plays for 1\/64th.<br \/>\n1 \u2013 The note is muted for 1\/64th.<br \/>\n2 \u2013 The pitch is stepped up 5 half-steps. Since T=0, this is done before the next note plays.<br \/>\n3 \u2013 The next 5 half-step higher note plays for 1\/64th.<br \/>\n4 \u2013 The note is turned off for 1\/64th.<br \/>\n5 \u2013 The pitch is changed to +12, since T=0 it\u2019s done before the next note plays (no time passes)<br \/>\n6 \u2013 The note is played an octave above the original for 1\/64th.<br \/>\n7 \u2013 the note is muted again.<\/p>\n<p>Loop start = 2 \u2013 the sequence goes back to step 2 until the user lets go of the keyboard or the MIDI note ends.<\/p>\n<p><strong>Increasing Vibrato<\/strong><\/p>\n<figure id=\"attachment_6952\" aria-describedby=\"caption-attachment-6952\" style=\"width: 212px\" class=\"wp-caption alignleft\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"6952\" data-permalink=\"https:\/\/gamechops.com\/vgdj\/wavetable-tutorial-for-plogue-chipsounds\/vibrato-fade\/\" data-orig-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/vibrato-fade.png?fit=212%2C319&amp;ssl=1\" data-orig-size=\"212,319\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"vibrato-fade\" data-image-description=\"\" data-image-caption=\"&lt;p&gt;Vibrato With Slight Fade&lt;\/p&gt;\n\" data-medium-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/vibrato-fade.png?fit=199%2C300&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/vibrato-fade.png?fit=212%2C319&amp;ssl=1\" class=\"size-full wp-image-6952\" src=\"https:\/\/i0.wp.com\/www.videogamedj.com\/wp-content\/uploads\/2014\/11\/vibrato-fade.png?resize=212%2C319\" alt=\"Vibrato With Slight Fade\" width=\"212\" height=\"319\" srcset=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/vibrato-fade.png?w=212&amp;ssl=1 212w, https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/11\/vibrato-fade.png?resize=199%2C300&amp;ssl=1 199w\" sizes=\"auto, (max-width: 212px) 100vw, 212px\" \/><figcaption id=\"caption-attachment-6952\" class=\"wp-caption-text\">Vibrato With Slight Fade<\/figcaption><\/figure>\n<p>0 \u2013 The volume (CC=11) is set to 127 (evt2=127)<br \/>\n1 \u2013 The vibrato (CC=1) is set to 0. No time has passed, nor has a note played.<br \/>\n2 \u2013 The note begins to play for \u00bc, each time a key is pressed, steps 0 and 1 execute with no time pass before this step.<br \/>\n3,4,5 \u2013 After 1\/8 the vibrato (CC=11) is increased slightly.<br \/>\n6 \u2013 The volume (CC=11) is decreased slightly.<br \/>\n7 \u2013 The vibrato reaches its maximum of 8 here.<\/p>\n<p>Make sense? It\u2019s really about setting up a series of steps that happen in a finite space of time. Do it right and you can really get some sweet sounds of out this unit.<\/p>\n<p>&nbsp;<\/p>\n<div>\n<div><a href=\"http:\/\/www.beatscribe.com\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" data-attachment-id=\"5638\" data-permalink=\"https:\/\/gamechops.com\/vgdj\/piko-piko-detroit-releases-the-midwest-compilation\/screen-shot-2013-05-03-at-2-36-44-pm\/\" data-orig-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2013\/05\/Screen-Shot-2013-05-03-at-2.36.44-PM.png?fit=62%2C74&amp;ssl=1\" data-orig-size=\"62,74\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Screen Shot 2013-05-03 at 2.36.44 PM\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2013\/05\/Screen-Shot-2013-05-03-at-2.36.44-PM.png?fit=62%2C74&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2013\/05\/Screen-Shot-2013-05-03-at-2.36.44-PM.png?fit=62%2C74&amp;ssl=1\" class=\"alignleft size-full wp-image-5638\" src=\"https:\/\/i0.wp.com\/www.videogamedj.com\/wp-content\/uploads\/2013\/05\/Screen-Shot-2013-05-03-at-2.36.44-PM.png?resize=62%2C74\" alt=\"Screen Shot 2013-05-03 at 2.36.44 PM\" width=\"62\" height=\"74\" \/><\/a>Beatscribe is a full time indie composer, musician and writer. By day he creates soundtracks and sfx for various mobile gaming companies, by night creates megaman-inspired chiptunes, in the afternoons he drinks tea. Check out his latest releases, tutorials and retro ruminations at <a href=\"http:\/\/www.beatscribe.com\/\">www.beatscribe.com<\/a>.<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Getting the classic sounds out of an audio unit requires some work. Plogue Chipsounds is pretty much capable of generating any classic NES, Atari and SID sounds you might want, but the wavetable setup trips up many users. Here we&#8217;ll break down what each item does and how to use them together to create some classic NES sounds. <\/p>\n","protected":false},"author":69,"featured_media":6956,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[1266],"tags":[3970,3503,57,3969,253,3966,1857,1243,2062,11,3054,3967,2487,2063,2092,3968,188,1194],"class_list":["post-6948","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-music-production-tutorials","tag-8-bit-chiptune","tag-8-bit-remix","tag-8bit","tag-8bit-remix","tag-atari","tag-chip-sounds","tag-chip-tune","tag-chip-tunes","tag-chipsounds","tag-chiptune","tag-chiptune-tutorial","tag-nes-sounds","tag-oc-remix","tag-plogue","tag-retro-gaming","tag-sid","tag-vgm","tag-video-game-remixes"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/gamechops.com\/vgdj\/wp-content\/uploads\/2014\/02\/Screen-Shot-2014-11-04-at-2.27.03-PM.png?fit=730%2C222&ssl=1","jetpack_sharing_enabled":true,"jetpack_likes_enabled":true,"jetpack-related-posts":[],"_links":{"self":[{"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/posts\/6948","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/users\/69"}],"replies":[{"embeddable":true,"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/comments?post=6948"}],"version-history":[{"count":3,"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/posts\/6948\/revisions"}],"predecessor-version":[{"id":6959,"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/posts\/6948\/revisions\/6959"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/media\/6956"}],"wp:attachment":[{"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/media?parent=6948"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/categories?post=6948"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/gamechops.com\/vgdj\/wp-json\/wp\/v2\/tags?post=6948"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}