Intense Tech #17 — The Joys of Noise (Defense Mechanism)
A deep dive into lsdj's noise channel by defense-mechanism (intense-tech): how the shape byte maps onto the LFSR's octave and divisor, short-loop versus long-loop mode, how S, P, C and transposes act on shapes, the random-mute quirk, randomised crashes with Z, a noise kick recipe and turning noise into a pulse wave with retrigs.
Key claims#
- The noise channel is a linear-feedback shift register generating "a series of 1-bit pulse waves each with random width"; its clock is divided by a divisor ("except for the highest digit, which actually doubles the frequency") and then by a power of two that sets the octave. In LSDj the first digit of the noise shape is the octave, the second the divisor.
- Noise shape chart — first digit:
Fhighest octave,Eone lower …2thirteen lower,1and0no sound. Second digit:F/7× 2,E/6× 1,D/5÷ 2,C/4÷ 3,B/3÷ 4,A/2÷ 5,9/1÷ 6,8/0÷ 7. Digits0–7select short-loop mode (half-length waveform: "more tonal, ringing, metallic tones"),8–Flong-loop ("less pitched and more akin to white noise"). - Before 8.6.0 the octave of the phrase note selected the first digit (octave 5 = the instrument's digit; octave 6 before 5.1.6); the pitch class had no effect. Since 8.6.0 shapes can be typed directly in phrases.
- Short-loop pitches form a "negative harmonic series" (the base frequency, near a C, divided by whole numbers): not exact, but closest to C, F, A♭ and D. Example: a noise-only demo by they/them.
Sadds per digit:S01on shape4Fgives40(not50),SFFgives3E;Sis additive across successive commands. A transpose (phrase or table) changes the whole byte —4F+01=50, +FF=4E— and only while its table row runs, reverting afterwards.PandCon noise add their value to the shape:Calternates base and base + value every tick (FF+C01→FF,F0, …),Pkeeps adding (FF→F0→F1→F2…); CMD/RATE slows them. Because they ignore loop modes and the real frequencies, smooth sweeps need hand-madeStables.- Random mute: "there's a chance of 1 out of 256, or 0.4%, that the noise channel will go silent if it switches from long-loop mode to short-loop mode" (second digit
8–F→0–7). The instrument's S MODE (S CMD in earlier versions) set to STABLE instead of FREE allows short → long but not long → short. - Random crashes:
Zafter the shape randomises each digit independently, so the variation stays in one loop mode and octave — first digit + 0…4 (capped, since wrapping pastFto0is silence), some rows with a first digit of0, second digitFfor a completely random divisor (credited to an Exploring Chip Tunes video). - Noise kick: base shape
95; table row 1 transposes10, so tick one soundsA5(move the TSP to change the attack alone); then93,91,90; then80,70,60so the second digit never wraps back toF; S MODE STABLE keeps it in short-loop mode. "Noise kicks sound great when they are LOUD!" - Retrig → pulse: switching the noise on and off rapidly with
Rmakes a pulse wave; depending on the versionR00retrigs once or every tick (in 8.9.3R01retrigs every tick); loudness via a shorter LENGTH or ADSR; the pitch depends on theRrate, the tempo (tick length) and the shape;R80–R8F, "the super-fast retrig", ignores tempo and LENGTH. - .exe's NOIZE JAMS uses only the noise channel; its save file (LSDj 8.5.1) is shared with the article.
Practical takeaways#
Read a noise shape as octave + divisor, stay in one loop mode (STABLE) for drums, sweep with S tables rather than P, and remember that the second digit's 0–7 half is where the pitched, metallic tones live.
Notable quotes#
"Sometimes it goes silent for no reason."
Pages touched#
instrument-design · lsdj · game-boy-apu · pitch-slide-and-portamento · retrigger · randomization-and-probability · chord-arpeggio · intense-tech · defense-mechanism