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Musical note

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

A musical note is an event with a pitch and duration that can be sequenced for playback.

A musical note is a timed sound placed on a pitch row. Notes form patterns on individual NES APU channels; an instrument plays each note, shaping its sound with properties such as pitch, volume, and arpeggio envelopes. section 15.1 section 15.1.2

In a piano roll, place a note on the row matching its piano key, then drag to set its duration. Thin grid lines mark display frames, while thicker lines mark beats. Drag an existing note to change its pitch, start, or end; a release point can let it fade rather than stop abruptly. section 15.1.2

Notes can be used to build both music and short game sounds:

  • Sequence notes in a pattern to create a musical part on one channel. section 15.1 section 15.6
  • Use a slide note to move from a starting pitch to a target pitch over time. section 15.1.2
  • Alternate short noise notes at different pitches for an explosion-like effect. section 14.2.2

Laser zap note

Create one E5 note, then turn it into a slide note and move its target down to F3. The falling pitch produces a zap-like sound rather than a flat tone. Timing settings determine how many display frames each note occupies. section 14.2.1

Figure 15.3 The notes using the Square 1 channel for the Tetris song

This piano-roll view shows notes arranged by pitch and time on the Square 1 channel, making their pattern layout visible. section 15.1.2

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

How deep it goes
Explains note placement, duration, editing, release points, and slide pitches, while deferring instrument construction.
Examples
Uses an E5-to-F3 sliding laser zap and alternating E1/D#1 noise notes for a short explosion.
What you can do after
Apply it via FamiStudio to place, resize, retune, and slide notes for music or sound effects.
How it connects
Connects notes to patterns, instruments, envelopes, arpeggios, slide notes, and NES APU channels.

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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.