The Music Engine
MUSE is a NES sound engine that can be used in games and demos. Music data is exported from Musetracker. MUSE supports all features of Musetracker, except auto delay(*) and everything that’s based on raw PCM (PCM samples, PCM pulse and PCM saw — DPCM works).
Features
- Note slides
- Volume slides
- Glissando
- Arpeggio
- Vibrato
- Tremolo
- Vibrato depth and note slide speeds are independent of the note frequency
- Note slides and arpeggio interact perfectly (you can have an instrument with an arpeggio envelope, and apply a note slide to it)
- Sweep trick for setting the hibyte of pulse period without resetting phase
- NTSC/PAL/Dendy speed/frequency compensation
- Global volume setting for volume fades, can be set to affect both music and sound effects, or just music
- Sync events for synchronizing visuals to audio, among other things
- Pausing of music and sound effects individually
- DPCM samples
- 4 sound effect channels
(*) Auto delay can be used in sound effects, but not in songs.
Stuff that uses MUSE
Super Stalin Brothers, a demo by TAONGAD
Driar, a game by Stefan Adolfsson and David Eriksson

STREEMERZ, a game by Faux Game Company (that’s me!)
Ported from a Flash game made by Mr. Podunkian


Hi, i wanted to see how rudeboy sounded in muse and just copied it in the knes muse demo with the ‘cheetah’ name. Some of the notes have been corrupted. I used the PT 1.4 version of rudeboy.
Here’s the file: http://dl.dropbox.com/u/7821363/muse-demo.nes
Yep, there was a bug in MUSE, thanks for reporting it. I have fixed it and will release MUSE v02 some time soon.
EDIT: MUSE v02 has been released. To fix the KNES project, copy muse-ca65.h from MUSE v02 over the file in the KNES example, re-convert the song and run make.
Thank you for the update! I got Rudeboy working. Is use of Pornotracker/KNES/Muse free in any NES projects? (I didn’t see any license information.)
Feel free to use them.
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