Reduce aliasing noises
t-sin opened this issue · 0 comments
Current SoyBoy SP's oscillators generates aliasing noises especially high tone square wave channels (this tweet is my analysis and comparison between SoyBoy SP and Bitwig's bult-in "Polysynth").
I have thought that the aliasing noises give a noisy good taste to SoyBoy SP, but some good-sound emulators (NEZplug, foobar2000's foo_gep) reduce these aliasing noises by using like BLEP-like methods (BLEP: Band-Limited stEP functions). Maybe that aliasing noises are not really a good taste. I have not heared real GameBoy's sound for long ago so this is just my guess but the aliasing noises should not be allowed in SoyBoy SP. And it's not good that the aliasing noises depends on sampling rate so this will cause a problem like #22.
I think I have to do something like these:
- survey about BLEP/BLIP like methods (read this page and some papers))
- choice the algorithm for GameBoy (with prototyping?)
- implement chosen one to SoyBoy SP
Related this issue but not about this issue, I have to inquiry the good gameboy taste of sounds (issued: #31).