(short envelopes, soft pulse)
(hardsync, wave table, short beats and a 3-step pattern in the background)
What's New in 1.7
Analog Sync (1.7.2+)
For wire connections, see sync options
One notorious constraint of the Game Boy's sound chip is the slow envelope generator for noise and square channels: At full volume, the shortest decay is 0.23 seconds - too long for percussive sounds.
Nanoloop 1.7 generates envelopes in software and up to 8 times faster than the sound chip, so that very short decays are possible. Short decays are essential for the typical piku-piku
sound and can add some extra punch to the mix.
Like in nanoloop 2.7, you can configure notes to play only every 2nd ot 4th loop. A simple but effective way to add a little variation and expand the 4x4 grid.
Each channel's pattern can have any length from 1-16.
Ajustable Tick Frequency
Besides tempo, you can also adjust the tick frequency which is the base for hardsync and soft pulse tones.
The R-channel can generate a low frequency pulse wave with a trapezoid wave form. Frequencies are limited to fractions of the tick frequency. Works on original Game Boys only.
Tighter Pitch Envelope
Pitch envelopes are processed the same way as in nanoloop 1.3, which brings back the famous "1.3 kick".
Variable Speed for Arpeggio
Like in 1.3, arp speed is ajustable per-step.
Tables for Arpeggio and Waves
There are 8 tables of variable length (1-8) for arpeggio and wave forms. For each step on the sequencer you can select a table and tempo.
A blank wave table produces the "wave retrigger" effect of nanoloop 1.3.
There are 16 wave forms for each bank and 16 harmonics to mix from.
A selectable portion of the song can play as loop.
Available for current parameter and step order.
In file menu and song editor, a special button combo loads the next / previous column.
Timing / Performance Improvement
There is no lag or jitter (earlier versions had slight tempo variations depending on CPU load). Overall performance has been improved.
- "FM" (still possible with fast arp)