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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?
2002-05-06 15:51
cadaver

Registered: Feb 2002
Posts: 1160
I guess what matters is that is there a "free" spot without raster-effects somewhere on the visible screen? Or even if there isn't "room" the main program could play the music (at the risk of the musicroutine execution being delayed by raster-effects)
2002-05-07 00:13
Stryyker

Registered: Dec 2001
Posts: 468
Noticed most killer demos only feature single tunes even though the composers are capable of double speed or more? :)
2002-05-07 11:10
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
It's down to the sheer rastertime required, an average player will take about $18 rasterlines (these are rough averages) so that's three characters of time gone - double *that* and you're talking about a *substantial* drain on the processing time left for the effects. Stuff like digis and multispeed are too raster heavy unless you plan around them.

From memory, the only time i've heard a doublespeed tune playing all the way through a trackmo was Reflex's "Cafe Odd" but i could be wrong...? =-)
2002-05-07 11:35
Steppe

Registered: Jan 2002
Posts: 1510
Aren't Jeffs tunes in Deus Ex Machina all multispeed (4x IIRC)? I could be wrong, but I faintly remember having read that on HVSC egroups.
2002-05-07 15:58
Puterman
Account closed

Registered: Jan 2002
Posts: 188
Only the last one.
2002-05-08 04:48
Stryyker

Registered: Dec 2001
Posts: 468
Raster time is the main reason sure, but often if the player is not spread out then some sounds bug (ADSR bugs). If you was to play it at the needed raster lines then the effect will be broken up, ie FLI or where more than $80 lines are needed at once or...
2002-05-08 09:19
Fzool

Registered: Jan 2002
Posts: 11
In the Demo "driss" by Smash Designs aeg used a double speed tune by Sonic, thats why the plasma by dcp at the end of the demo is not fullscreen.

greetz, fzool^SaMe^SdS
2002-06-04 13:55
Finn

Registered: May 2002
Posts: 15
i only use more speed ..!!! i realy need the frq's and the pulse in more speed for extra quality. but the prob is the gate in the pats .can some one tel wy in more speed the volume bugs if you don use no gate fx and extra gate in pats.is it about timing??and is there an edditor that does not need extra comands to work like they should??
and how about every sound its own speed seting...?? i dont care if it takes too much rastertime to use in other prgs..i try to get the best sounds out the sid..
2002-06-05 00:11
Stryyker

Registered: Dec 2001
Posts: 468
It's mostly player dependentcy. Just keep trying and often not using sustain value of $f helps. There are a number of ADSR problems. Just sit down in front of the editor and test, test, test.
2002-06-05 12:28
raven
Account closed

Registered: Jan 2002
Posts: 137
Hell, even single-speed tunes eat too much rastertime for my taste..

I want it all muhahaha :)


Raven/64Ever
 
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