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Forums > C64 Composing > New waveforms...
2006-04-01 13:35
Bamu®
Account closed

Registered: May 2005
Posts: 1332
New waveforms...


Last year I have heard something about 'new' SID waveforms (found by SounDemoN)
So, when we finally can use these waveforms with a standard editor?
Does anybody have an idea?
 
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2008-02-17 23:31
Conrad

Registered: Nov 2006
Posts: 833
Jammer: You'll have to find a tracker that supports use of these waveform ranges first ;) GT for example uses $f0-$fe for command execution.
2008-02-17 23:38
Jammer

Registered: Nov 2002
Posts: 1289
conrad try multi-speed x4 and something like this :P

01: 19 00
02: 81 00
03: FF 01

or anything with testbit in the first row - you will be surprised :P

still, i haven't got fully controllable pitch, rather something like thickness/formant ;) thenext thing to discover is that square+gatebit gives slightly different sound (however, it's not dependent on its width) than other waveforms. i've got an impression that it was used in a few games :D
2008-02-18 06:52
Stryyker

Registered: Dec 2001
Posts: 465
A version of Sync allows you to control full 16 bits for frequency when using fixed pitch function of the wavetable. The wavetable sets the high byte and the fne super command sets low byte of the frequency registers.
2008-02-18 23:20
Conrad

Registered: Nov 2006
Posts: 833
jmr: oh aye you are the GT master after all. >:-)
Nice combination of sounds from that example, would be nice to know a bit about other waveforms that use this combination.
2008-02-19 10:02
Jammer

Registered: Nov 2002
Posts: 1289
Quote: jmr: oh aye you are the GT master after all. >:-)
Nice combination of sounds from that example, would be nice to know a bit about other waveforms that use this combination.


well, you might intertwine testbit frame with everything i guess. you will get perfectly gated sound with no modulation side-effect at higher speeds :D
2008-02-19 16:55
Soren

Registered: Dec 2001
Posts: 547
Personally I prefer using the standard waveforms, there are still lots of possibilities with those. And that's GOOOOOOOD!... as I am a sound nerd! :-)

Teasing hint: You will be hearing lots of BullSID from me later on...

:-)

Also, I never needed testbit for what people have been calling "testbit" noise for too long... I call it "all waves combined" - noise or so... even though it doesn't sound very fancy.
2008-02-19 20:10
Oswald

Registered: Apr 2002
Posts: 5021
I have made that post because I'm interested in if jch has already used the same trick as soundemon? Is this a case of reinventing the wheel or not ?
2008-02-19 20:56
Soren

Registered: Dec 2001
Posts: 547
well, afaik it's not quite the same... Soundemon's is like updates lots of times per frame.. like sample playback, as far as I understood it... which clearly gives some different results... dunno if he posts in here, but he should be able to explain it a lot better than me. :)
2008-02-20 11:32
Frantic

Registered: Mar 2003
Posts: 1627
Yes.. SounDemoN gets his freq/note from a timed interrupt resetting the noise waveform periodically. In JCH's case it sounds more like he is (although I haven't verified this) simply restarting the noise waveform on standard player calls, once every frame or so. Gotta try that when I am back home from work today. Perhaps useful for some percussion sounds or so.
2008-02-20 12:58
Jammer

Registered: Nov 2002
Posts: 1289
little test from me

http://asenses.untergrund.net/Jammer/TestBit_4x.sid

1 channel - drums + bass (i also employed testbit in snare)
2 channel - noise with testbit
3 channel - modulations for better impression :P

it is obviously a bit out of tune, but it's really hard to set up nosie properly ;)

unfortunately, it won't sound so pretty on a real machine. i've launched that in hoxs (which reproduces sid in the most proper way) and the effect was rather disappointing :/
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