GM programs 0-15
Pulse, 50% duty
- Attack
- 3 ms
- Decay
- 98.8 ms
- Release
- 10.9 ms
- Peak / RMS
- -12.6 / -31.5 dBFS
- Spectral centroid
- 564 Hz
- Noise vs. tone
- tonal
MACHINE
A softer, more muffled square wave than the 2A03, with a four-bit programmable wave channel for a rounder tone.
ITS VOICES
The Game Boy's sound hardware has four voices: two pulse wave channels, one programmable wave channel that can hold any four-bit waveform, and one noise channel.
chipvoice uses the pulse channels for melody and chords, the wave channel for bass, and the noise channel for drums.
HEAR EVERY PRESET
Every preset a user can pick for this chip - played as one fixed probe, measured, never typed by hand.
Pulse, 50% duty
Pulse, 25% duty
Wavetable, 32 steps
Wavetable, 32 steps
Pulse, 25% duty
Pulse, 12.5% duty
Pulse, 50% duty
Pulse, 25% duty
Wavetable, 32 steps
Wavetable, 32 steps
Pulse, 25% duty
Pulse, 12.5% duty
Wavetable, 32 steps
Wavetable, 32 steps
Tone
Tone
Noise
Noise
HOW WE CHECK
How closely this chip's emulation matches the real hardware, from the conformance harness that runs before each release.
Compared with Gb_Snd_Emu 0.1.4 (blargg): 57.3 % identical (83,100,392 of 145,122,916 cycles), 7 of 7 logs with any divergence.
First divergence: script-envelopes, cycle 419432, ch1 - ours 0, the oracle's 15.
Compared with SameBoy (DMG-B): 94.8 % identical (137,606,353 of 145,122,916 cycles), 6 of 7 logs with any divergence.
First divergence: script-envelopes, cycle 427391, ch1 - ours 15, the oracle's 0.
Not measured yet. This stage is a placeholder, not a result.
The shipped driver reaches 4 of the chip's 4 voices.