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Which channels can be used in AM4, AMK, AMM?

Which channels can be freely used without interfering with level and overworld sounds? AM4, AMK, AMM? Which channels can be used for drums?
All of them except 6 from all the stuff I've read.
You can use all of them.
In AM4 and AMM channels 5, 7, and 8 are used for sfx too.
In AMK only 7 and 8 are used for sfx.

Basically use those channels for anything you don't mind being occasionally cut by sfx.
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Mario the Gaul
eg drums?
MercuryPenny are you using 0-7 or 1-8?
ggamer7 is definitely using 1-8 channel counting.
Hell no, drums are important.
I try to reserve those channels for the chorus of the melody or for nearly inaudible side melodies.
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
I'm doing a remake of DS Rainbow Road, which has an incredibly boring repetitive background beat. The cymbals, drumroll, etc will not be on channels 7/8.

But sound effects are more important than music. Will whatever SFX playing on that channel cut off when I play a note? Do I need to use the "drum fixer" thingy?

Additionally, I had a truly brilliant idea. Make a custom instrument that represents a chord. Will it take too much memory?
The Drum Fixer doesn't fix bugs with SFX, it only does the drums for you.
And no, SFX will always play over music, so if you feel drums are not really important in your port then go for it.

Finally, there's plenty of people who have made choired samples, and it's indeed useful and it's kind of strange that nobody makes them more often. Generally they don't use that much more space than a regular sample.
LINKS Twitter | YouTube | SoundCloud | Fortaleza Reznor
to hear birds and see none.
Choired samples' minimum size is equal to the LCM of the wavelengths of the individual notes that make it up.
What is the average number of wave cycles in the repeating sections of original samples of the original game? i.e. How many full positive-negative cycles of the waveform are in the looped section in the original game?