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The GAX Sound Engine (Game Boy Advance)
The NAX Sound Engine (Nokia N-Gage)

GAX was designed as a flexible audio engine with four keyfeatures:
  • adaptable for every aspects in gamesmusic
  • excellent soundquality
  • very low CPU usage
  • very low ROM/RAM usage
Some specs

Using our proprietary music-editor which was designed specifically for our own purposes, we are able to bring you amazing sounds, including the following features:
  • Up to 32 Channels for Music and FX
  • Up to 42 kHz Mixing
  • Very low CPU consumption (11% for standard game configuration*)
  • Very low RAM usage (2 kb for standard game configuration*)
  • Realtime runlength decoding of song data
  • Programmable Wavetabling engine
  • Additional Synthesizing engine
  • Dynamic auto-boost mixer (only active voices are mixed)
  • Programmable and realtime user adjustable FX
  • Supports Jingles, Pause, Resume, adjustable FX/Music Volume
  • Multiplayer link support
  • Adjustable Reverb for Music and/or FX (high quality 3-pass)
  • Adjustable LowPass Filter
  • Realtime high quality speech decompression. Can store upto 60 minutes of speech into 4MB.
*standard game configuration: 6 Channels (4-6 Channels Music, 2 Channels FX), 16 khz Mixing, Synthesizing engine, Programmeable FX, Realtime runlength decoding of song data
Download sample musics

Specifications don't say too much about the actual quality. So judge for yourself about the quality and possibilities of the GAX Sound Engine by downloading some of the following MP3 audio samples:

The GHX Sound Engine (Game Boy Color)

Where other games sound like late '70ties Arcade machines the GHX Sound Engine utilizes everything the Game Boy soundchip has to offer.
Some specs

Using our proprietary music-editor which was designed specifically for our own purposes, we are able to bring you amazing sounds, including the following features:
  • Wavetableing, Vibrato, flexible Arpeggio, complex Performance-lists.
  • Only 5% CPU-consumption in CGB Mode.
  • Compatible with Game Boy®, Game Boy® Pocket, Super Game Boy® and Game Boy® Color.
  • Up to one hour playtime with just a single 16Kb bank.
  • Up to 256 subsongs in a single memory bank.
  • Sequenced PCM-samples (up to 16kHz) & music playback simultaneously.
  • Compatible with all available development packages, problem-free integration to GHX Sound Engine into existing projects.
Sound Effects & Jingles

The GHX Sound Engine provides you with excellent sound effects and jingles integrating seamlessly into an existing GHX music replay:
  • Up to 256 priority-based sound-effects.
  • Free definable multi-channel fx.
  • Up to 256 jingles with automatic integration into music replay (no hassles with stopping/resuming the music).

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