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Forums > C64 Composing > Playing digi samples with a tune running at 12x or over.....?
2006-11-28 00:38
Conrad

Registered: Nov 2006
Posts: 839
Playing digi samples with a tune running at 12x or over.....?

Hi.

Is is possible to play samples using a tune playing at say 12x speed or maybe over.... rather than using a standard NMI interrupt routine?

After all, samples are played by basically altering $d418's low nybble (volume) ... just curious if a music player could achieve this by playing at 12x or such.

At the same time also, you could have cool ringtone effects playing in 1 to 3 voices AND play digis at the same time (and also have clear sharp filters possibly).
 
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2006-11-28 12:10
chatGPZ

Registered: Dec 2001
Posts: 11169
XAKK did it aswell in "microsleep"

<3
2006-11-28 12:14
Conrad

Registered: Nov 2006
Posts: 839
@ChristopherJam

Yea, I just realised about the minimum Hz for a clear digi sample, which would be at least 2000Hz.

This would be:
2000Hz / 50Hz = 40x player.... OMG!

Hmmmmm... coming to think of it, a player could be made which would do a different job in each call (i.e. one call would work on just voice 1, then the next call would work on voice 2, them voice 3, then filter, blocks, etc) Using optimisation, each call could use about say 4 rasterlines, where in each call you could alter $d418 at the same time using, sample data. Then taking 40x as 28 in hex, that would be:

4 * 28 = $a0 rasterlines, which would fit nicely within max number of rastertime on a c64...except u cant have any cool visual effects in the background i.e. sideborder, or even rasterbars :(


But anyway... as it seems this would be too complicated (yet phenominal) to do, so i would think sticking to NMI interrupts would be better. Besides, with NMI you can also alter the frequency of the sample, allowing pitch shifting etc, where doing that in an IRQ would be IMPOSSIBLE!
2006-11-28 12:23
Mace

Registered: May 2002
Posts: 1799
That's the one, Rambones.
Thanks ;)
2006-11-28 12:37
chatGPZ

Registered: Dec 2001
Posts: 11169
Quote:
Besides, with NMI you can also alter the frequency of the sample, allowing pitch shifting etc, where doing that in an IRQ would be IMPOSSIBLE!


hu? explain
2006-11-28 12:39
Dane
Account closed

Registered: May 2002
Posts: 421
Depends on how you do the IRQ of course.
2006-11-28 13:07
JackAsser

Registered: Jun 2002
Posts: 1997
Also for the record:

CIA1 timers produces IRQ
CIA2 timers produces NMI
VIC produce IRQ.
RESTORE produce NMI.
BRK produce IRQ.
etc..

So, when you speak of NMI I guess you mean "using timer interrupts (CIA2)"... and when you speak of IRQ I guess you mean "using VIC raster interrupts".

2006-11-28 13:10
Cruzer

Registered: Dec 2001
Posts: 1048
Sample/raster stuff in this classic as well... Mixer
2006-11-28 14:41
algorithm

Registered: May 2002
Posts: 702
And another demo in the wonderland series (Displayed a FLI pic of a dragon) with VSP and digi's
2006-11-28 15:46
trident

Registered: May 2002
Posts: 86
Allright if we should boast about our digi + border effect code, I'll do that too :). Hellfork, all-border playable Wolfenstein clone with sampled sound effects over SID music.
2006-11-28 17:13
Oswald

Registered: Apr 2002
Posts: 5034
*yawn* hmm anyone around that can do something more complex than digis together with rasters ? how about some hot filledvector talk, who can come up with the fastest 3d rot, linedraw, and fill routine ?
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