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Forums > C64 Productions > Multispeed tunes
2002-05-06 15:02
Luca

Registered: Apr 2002
Posts: 178
Multispeed tunes

I never composed a multispeed tune because I wonder they use too much rastertime, thus the risk you can't put them in your machinekiller demo goes higher.
Is this right, or I'm producing shit instead of thoughts? Can you ever manage a multispeed tune both with sprites, scrolltexts, dypp, plasmas, bananas, chocolate and a cup of green tea?
 
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2002-06-05 17:16
cadaver

Registered: Feb 2002
Posts: 1160
Quote: Hell, even single-speed tunes eat too much rastertime for my taste..

I want it all muhahaha :)


Raven/64Ever


Hmm...that brought a perverse idea to mind. A playroutine that would use arpeggiotable for everything: arpeggio, vibrato, slide etc. It'd take quite little rastertime :)

The downsides: the frequency-table would require more resolution than one halftone, it would take a blasphemous amount of memory, and using the routine could be a bit hard...
2002-06-05 18:08
TDJ

Registered: Dec 2001
Posts: 1879
Quote: Hmm...that brought a perverse idea to mind. A playroutine that would use arpeggiotable for everything: arpeggio, vibrato, slide etc. It'd take quite little rastertime :)

The downsides: the frequency-table would require more resolution than one halftone, it would take a blasphemous amount of memory, and using the routine could be a bit hard...


I have no idea what this man just said. None at all.

I'm not even sure I recognize the word 'rastertime' :)
2002-07-09 00:02
6R6

Registered: Feb 2002
Posts: 245
EVS/20cc released a tune like this in 89, the player used 3-4 scanlines and a lot of memory.
2004-02-24 03:24
Finn

Registered: May 2002
Posts: 15
In some reflex demos pvcf´s tunes where morespeed.


hello

(replying to this old post,trying to get it going again :))

anyway
I my self am totaly diferant from most of musicians on c64
I mostly only use quadro speed!
Mainly coz i make music tobe music and not necessarily for use in other programs.
I would like to see new software be developed that is more flexible when it comes to the use of multi speed and has modern ideas implemented like recording filter slides in the paterns by moving your mouse kind of things ,more raster time for the sounds frq and pulse changes
and such and not only for making music for use in other programs .(but also capable of doing such if you choose though).
The c64 is capable of much more I think when it comes to sounds creation.
Sadly manny people are limited by this litle raster time mentality.

Think big

greetings
Finn/shrine



2004-02-24 05:32
Yodelking

Registered: Apr 2002
Posts: 189
Quote: EVS/20cc released a tune like this in 89, the player used 3-4 scanlines and a lot of memory.


Yep! If you download the latest HVSC you can find it as /20CC/van_Santen_Edwin/Revolution.sid.
(Earlier the rip only played part of the tune, while this new rip plays it correct).
2004-02-24 07:48
Steppe

Registered: Jan 2002
Posts: 1510
Hehe! 57 blocks for a 47 second loop with rather unexciting sounds! :-)
2004-02-24 08:41
_V_
Account closed

Registered: Jan 2002
Posts: 124
Yo Finn,

Heard you tunez - Stampmix.sid w00t! Stampeuh menseuh! :)

Anyway, I think the truth lies somewhere in the middle. It all depends what you're composing for. If you're composing for the sake of the music alone, I'd go for fast multispeed tunes with sample inserts, the way GRG has been doing for some time now (SIDastic.sid anyone?).

However, if your tune is to be part of a demo with *really tight* effects, you couldn't possibly expect anything beyond single or even half speed... I know there are a few multispeed tunes in demos, but they're usually played in parts which are very light on rastertime, like end upscrollers, or simply *simple* parts.

Also, while multispeeding is fun, the challenge to 'emulate' multispeed sounds in single speed is also quite fun. The reason I haven't touched multispeed yet is because I'm still discovering new stuff in single speed... although one can slowly move on.

Final words: there's nothing wrong with either single or multispeed. Compose in function of what you and possibly the coder demand of your tune and everyone's happy. And besides, to a SID enthusiast, it doesn't really matter what speed it is...
2004-02-24 09:02
Dane
Account closed

Registered: May 2002
Posts: 421
Why people are not using multispeed music in demos is beyond me. Wait, listen and learn.
2004-02-24 09:51
Oswald

Registered: Apr 2002
Posts: 5086
dane: start a new trend :) be a hero ;)

anyways... lately I've made a dot effect with 512 dots, now for sake of design I have added gfx to it, a layer made of 100 sprites (no, there was no other way but sprites), and then AWK it got noticeably SLOWER, then I have added the music, and now my fine fast routine struggles for air... it became about 30% slower than without eye and ear candy... thats why coders dont like multispeed tunes, and design :)

compromises like pvcf's mathemathica II would be the best imho.. as it only has one channel in doublespeed. so the 2nd call to the music eats very little time.

I really would like to have a multispeed tune in my demos, and fli gfx beside each of my effects, but our beloved hardware forces me to make compromises. A good melody is evenly as good in singlespeed, a nice picture can be done in simple koala (sander, valsary). But a slow effect means lame coding...
2004-02-24 11:28
Britelite

Registered: Dec 2001
Posts: 51
Well, we have released atleast 3 productions with 8speed-tunes (Beertime2, last part of My Kondom and Le Phant). And SounDemoN's player doesn't eat too much raster time, actually I think his tunes use less rastertime than the singlespeed DMC5-tunes I've made =)
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