![]() ![]() Please note that every channel has a slightly different set of paramters. For a complete list look at ementation or just take your Game Boy and navigate through the options in mgb, then look at the lower right to see which CC the parameter listens to. Now since we're going to save this track as a template for future songs, it's a good time to go ahead and set these MIDI Control devices up with all CC messages mgb understands for each channel. If you created your instruments in order, the MIDI Control device in Track "Pulse 1" should get linked instrument number 00 and so on. MIDI Control (found under Meta) to each of the four Tracks we set up for the channels and set the number of the linked instrument accordingly. If you want you can get rid of the remaining two tracks, we won't be needing them for now. Name Tracks 3 through 6 "Pulse 1", "Pulse 2", "Wave" and "Noise". Since only one note can ever be played simultaneously on any channel, it's a good idea to put all notes for a specific channel into one track. We will not add anything to those two tracks, they're just for audio playback for now. Jamming on the Game Boy should now produce sounds that are coming directly into Renoise and get played back on Tracks 1 & 2. Call those Tracks Left and Right, or what ever you want. Therefore repeat the same process on Track 2 and set its input to "R". The latency setting makes sure the sound is in sync with Renoise and we set the input to L because we will be splitting our instruments left and right so we can get different effects on two sets of instruments. Add a #Line Input device, found under Routing and set the input to "L" and the Latency to MIDI Return Mode. Let's select Track 1 and switch to the empty Track DSPs. Next we're going to set up the line returns so we get some sound back into Renoise. If you've not set the external sound card as an input device, go to the settings and do so now. The Game Boy does produce sounds already, and you can hear them when you unplug the audio cable from the Game Boy, but we want to have the sounds in Renoise so we can add effects and perform rudimentary mixing and mastering, so plug the audio cable back in after jamming for a bit When you select one of the instruments and jam on the QWERTY you'll hear nothing yet. Make sure each instrument's Mode is set to LineIn Ret, this will be important for audio latencies later. Repeat the same steps for the 3 other instruments, setting their channels to 2, 3 and 4 respectively. MIDI, set the Device to "nanoloop MIDI" (name may be different in Windows), set Mode to LineIn Ret and leave the channel on number 1. In the Instrument Settings switch to Ext. Open a new song in Renoise and select Instrument 00. In case you're using the nanoloop cartridge you have to press B once to put it into the correct state. Make sure mgb is on the cartridge you're using and the USB MIDI adapter is in MIDI mode. Setting up the software (let's set up MIDI and two audio return channels for effects) It's set to mic level and connected to a second USB port of the computer. The audio cable connects the Game Boy's headphone jack with the input of the sound card. ![]() ![]() The link cable is plugged into the Game Boy on one end and plugged into the USB MIDI adapter on the other, which in turn is plugged into the computer. ![]() The hardware setup (let's connect everything) I'm assuming you have made music with Renoise before and are familiar with DSP chains, Automations and Instrument setup.Ī nanoloop 1.6 cartridge with mgb 1.3 on itĪ USB sound card (Griffin iMic in my case) I've been able to fully control mgb on the Game Boy, get the audio fed back into Renoise in sync with the rest and apply two different DSP chains on certain instruments. I'd like to share my experiences with setting up Renoise for mgb here for everyone who is trying to do the same. ![]()
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