Intense Tech with Defense Mech – New Noise and 9.1.0 News!
-Posted January 17th, 2021 by [DEFENSE MECHANISM](https://defensemech.com)
Hello and welcome to another edition of Intense Tech! In this article, we'll talk about the changes
in the recently-released version 9.1.0 of LSDj! This version is exciting, although it does include
some changes that will potentially break the noise instruments in your existing songs. In order to
prepare you for the changes, let's take a closer look!
If you've ever thought the LSDj noise channel was confusing, you are not alone! Even though I
previously wrote an [article explaining its inner
workings](https://defensemech.com/intense-tech/en/17-the-joys-of-noise.md.html), it was not enough
to demystify its strange behavior. Clearly, the usability could be improved, and this prompted a
reorganization of the entire noise channel for version 9.1.0. The new organization places all noise
notes in order of frequency: first, the long-loop noises are ordered lowest to highest from notes
`00` to `3B`. Above that, the short-loop notes are organized lowest to highest, from octaves -9
(negative 9) to 8, using note names to represent the notes that each frequency most closely matches
(C, D, F, and G#). Each octave from -9 through 4 contains these four notes; octaves 5 through 8 only
contain the note C (except for an extra F in octave 5).
![The noise channel uses notes again, but this time they are **actual
If you load up an existing song or save file into version 9.1.0, your noise notes will be
automatically converted -- however, any transpose or S command values will not. As a result, I've
devised this handy noise converter if you are interested in manually changing the values in the
noise channel phrases or tables. (You can also [find this converter without the article
A Whole New Land of Commands
One of the most useful and most exciting changes is that now it is possible to use the P command to
sweep smoothly through the noise frequencies without using a custom table. The P command has also
changed slightly in functionality due to added speed control: rather than `P01` applying `S01` every
tick, it applies `S01` every 4 ticks, and `P04` applies `S01` every tick, allowing for finer control
over the final sound of the sweep. Having that extra control means it's now possible to do some
really nice noise kicks, hi hats, and crashes without devoting extra tables to those sounds.
![Here is an example phrase demonstrating a kick, hi hat, and crash with the same
Another change for commands in the noise channel is that the C command now functions essentially the
same as it does in the pulse and wave channels in that it arpeggiates between the root note, the
second digit, and the third digit. The most basic difference is that the values are limited to only
the notes available in the noise channel. So to create an F minor triad arpeggio, place the note `F
5` and apply a C command of `C12`. This will arpeggiate between F, G# (or Ab), and C. Larger values
will extend to multiple octaves.
![An example of arps with C command](../media/noisearps-1610903924.mp4)
Lastly, a new command has been added! The V command can add noise vibrato (this vibrato is always
![Vibrato can range from subtle to extreme at high values!](../media/noisevib-1610904078.mp4)
What Else is New?
Since the last Intense Tech, besides a few bug fixes and cosmetic changes, a few other notable
changes have been made. Let's cover them quickly!
**Faster Playback Indicators**
The update to version 9.0.1 includes new sprite-based playback indicators in song, phrase, and table
screens - they now update at 60 Hz, making table indicators much more visible!
![Epic table view!](../media/table-1610904442.mp4)
**TICK Vibrato Changes**
Also, tick-based vibrato speeds have been changed to be more rhythmic at the default groove. This is
explained in the changelog like so:
V vibrato rates in PITCH=TICK mode now match phrase steps:
V0x = 16 steps
V1x = 12 steps
V2x = 32/3 steps
V3x = 8 steps
V4x = 6 steps
V5x = 16/3 steps
VFx = 1/2 step
**Increased precision for instrument FINETUNE**
FINETUNE values in instruments are now expanded to two digits. A previous finetune value of `01` now
Bookmarking individual chains in the song screen has been changed in favor of bookmarking entire
rows. Pressing B+Up/Down will jump between previous and next bookmark.
![Jumping between bookmarks](../media/bookmarks-1610904841.mp4)
**Wave synth LIMIT overflow**
LIMIT in wave synth has been expanded to two digits, and it can now be increased beyond a value of
`0F`. By doing so, it's possible to create a kind of overdrive. This also allows for the ability to
wrap values while using CLIP distortion, as well as introducing new higher harmonics. Try it out and
see what kind of new sounds will result!
![Increasing LIMIT beyond `0F`](../media/limit-1610904715.mp4)
**Wave F command overrides silky wave**
F commands in wave phrases had previously been delayed by silky wave, but the commands now happen
instantaneously as they did before silky wave was implemented in version 7. While this will
reintroduce slight clicking, it allows for immediate wave frame changes for enhanced rhythmic
precision as it has in past versions.
**Noise instruments no longer need FREE/STABLE**
Noise FREE/STABLE setting was removed and random noise channel muting has been reduced. However,
many hardware Gameboy models are still affected by a hardware bug that could cause the noise channel
to mute randomly, while emulators such as BGB and Sameboy, as well as most Gameboy Advance models,
Thanks to all my patrons for their support.
If you'd like to offer support, please consider [joining me on
Patreon](https://patreon.com/defensem3ch). It means a lot and it helps me continue to make this
content, pay for translations, and get your input on what kinds of articles to write next!
Thanks again for reading, and until next time, this is [DEFENSE MECHANISM](https://defensemech.com),
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