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Optic Account closed
Registered: May 2002 Posts: 28 |
Best music composer/editor
I've decided after all these years to start making some sidmusic, so the question is:
What do you consider to be the best composing/editing program for making sum choons at the moment? |
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f33zy Account closed
Registered: May 2002 Posts: 3 |
I've been experimenting with GoatTracker on PC (huh... yeah)... on native c64 I use DMC. The JCH player lso looks pretty neat, but I didn't figure out how to use it 'ntill now. |
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Richard
Registered: Dec 2001 Posts: 621 |
Quote: DMC5.0+ (for composing... let's not talk about size of the music okay? ;-)))
Muchly agreed.
DMC V5.0 has to be one of the best music editors I ever used. I used this composer to do the intro music for the game 'Heavy Metal Deluxe'. |
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Stryyker
Registered: Dec 2001 Posts: 468 |
How do you define something as best? It'd be more of favourite...
If you like trackers then JCH and SDI come into contention with SDI being a lot more complex to use. If you only want something for music entries in compos and like a more visual thing then Cybertracker.
If you don't want a tracker styled then maybe DMC4 if you don't need the power of DMC 5.1x+. DMC 5x.x series have more power over various elements but doesn't have the nice sound restart of DMC1-4 (all seem to be exentions of them selves, more of sub versions, not true versions.). If you need more control and effects than DMC5x.x then there is SYNC if you have AR/RR or something (loading tune bugs) and I like this.
Some use Odin Tracker, Sadotracker, Goat Tracker (Win32), Music Assembler. Maybe if you want genuine old feeling then use some old editor like Future Composer... Try as many as possible and see what is most comfortable and can do what you need. If you aren't sure if it does something then ask.
Personally I recomment SDI or SYNC if you have time to learn the systems. If you are after a simpler tracker (still powerful enough for most) then JCH. Personallu I think DMC5x.x biggest problem is raw memory saving method which results in huge work files. |
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St0fF
Registered: Oct 2002 Posts: 40 |
So I guess nobody ever tried out acidtracker ... does any of the other trackers have a complete online help inside? Well, $d000-$e000 was empty, so AcidTracker has all of it. I made it to get rid of the bad habits of DMC5 - if we have a filter for 3 voices, well, then let's use it on any of them whenever needed. You want to switch off a voice? Have an instrument that finishes after a certain amount of arpeggio-steps? Ever had the choice, in which direction a vibrato starts? AcidTracker can do all of that! Whatever, just try it out, maybe the layout somehow reminds of dmc5, but the player is much faster and can do much more - find a buggy version @ www.c64-resource.de, the final fix is on my workdisc, still needs sum more bugfixes, but i worked with it since 1999. Just contact me ... |
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St0fF
Registered: Oct 2002 Posts: 40 |
oh, what I forgot: did it happen to you that an instrument sounded clicky after you built it? Well, probably it did something to the sid so the hard restart didn't work right. For this case Acidtracker offers 4 different types of hardrestart, and you can specify the frame numbers to execute each step of the HR.
The 4 Types:
0=HR like Jeff's player does
1=HR like DMC5 does
2=HR like DMC4 does
3=HR like I did (I found out that KB used the same technique in his SV1.6-player)
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cadaver
Registered: Feb 2002 Posts: 1160 |
Can you reveal these types, or are some of them topsecret?
I know of
1) Put $0000 to ADSR and clear gatebit, let this go on for 2 frames, then init instrument on 3nd (waveform+gateon first, then instrument's ADSR)
2) Same as 1), but let ADSR $0000 only go on for 1 frame
2b) Like 2), but put $00 to both wave+ADSR for sharper sound
3) Put $08 to waveform, set instrument's ADSR, put $09 to waveform, then init instrument's own waveform next frame (John Player way)
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cadaver
Registered: Feb 2002 Posts: 1160 |
Ah, they were actually explained in Acidtracker docs. Nice. |
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cadaver
Registered: Feb 2002 Posts: 1160 |
Btw. quite an ideal music-editor & playroutine could be realized by extending the wave/arptable to contain "commands" to modify any voice register & to set modulation of frequency,pulse,cutoff etc.
Each channel could have even 2 or more of these wavetable "threads" in execution, resulting in more flexibility (for example thread 1 -> notes/waves, thread 2 -> pulse)
Then the hardrestart could be customized exactly to the composer's liking, without any modification of the playroutine, just different data.
The sectordata could then have commands to change any thread's programcounter, to start for example a vibrato or slide, or execute single commands without disturbing the PC.
The problem is that the identification of these commands (with a jumptable, likely) takes quite a bit rastertime (at least for my liking - I tested it), so it's more optimal to have a hardcoded behaviour. |
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Dane Account closed
Registered: May 2002 Posts: 421 |
I like your ideas, Cadaver. Would be nice for competition entries and demo parts with rastertime to spare. |
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cadaver
Registered: Feb 2002 Posts: 1160 |
Thanks!
Funny, now that I think of it, a musicroutine (especially one containing many tablebased effects) can be thought of as a collection of specialized virtual machines, and the problematics (like precaching/dividing operations on many frames for efficiency) resemble CPU design somewhat... :) |
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