liveBook · Manning

Music pattern

As explained in Classic Game Programming on the NES: Make your own retro video game

A tracker data block containing a sequence of timed notes or events for an audio channel or instrument.

A music pattern is a timed sequence of notes on one NES APU channel. Songs contain one or more patterns, and each pattern contains notes played by instruments. section 15.1

Build a pattern in FamiStudio by following these steps:

A pattern for a sound effect

A zap uses one pattern on Square 1. Add an E5 note, enable slide mode, and move the slide toward F3 to create a rising laser-like sound. A boom uses one Noise pattern with alternating E1 and D#1 notes whose lengths are adjusted individually. section 14.2.1 section 14.2.2

Figure 15.1 Tetris music project structure

Use the project-structure diagram to see how songs contain patterns, and how patterns connect notes, instruments, and other sound resources. section 15.1

How Classic Game Programming on the NES: Make your own retro video game covers it

How deep it goes
Defines pattern hierarchy and demonstrates note editing, timing-grid setup, pitch movement, and playback, without detailing generated music-engine data.
Examples
Uses Square 1 for a sliding zap and Noise for an alternating-pitch boom.
What you can do after
Operate FamiStudio to configure a pattern, enter notes, adjust timing, and verify its playback.
How it connects
Links songs, NES APU channels, notes, instruments, arpeggios, envelopes, and DPCM samples.

This explainer was generated by Manning's knowledge graph from the text of Classic Game Programming on the NES: Make your own retro video game. The section links point to the parts of the book it draws on.