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Forums > C64 Productions > Best music composer/editor
2002-05-26 16:29
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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2002-10-21 20:37
Dane
Account closed

Registered: May 2002
Posts: 421
Yes, and why not if it gives you optimal control over what to do with the SID?
2002-10-21 20:40
White Flame

Registered: Sep 2002
Posts: 136
I was thinking along the same lines for my next minigame. You could do almost any effect if you just add subroutines and loops as part of your normal note data, and both the player and note data would be quite compact.
2002-10-21 21:46
CyberBrain
Administrator

Posts: 392
Whiteflame + Cadaver : I would like to know more about what you mean... Sounds interesting (whatever it is)
2002-10-21 21:55
Dane
Account closed

Registered: May 2002
Posts: 421
"What they mean" - correct me if I'm wrong - is an approach to music editing where the wave/freq-table would also be able to carry out various effects, instead of there only being an effect table jumped to in sequences.

Or have I got the wrong picture?
2002-10-21 23:20
St0fF

Registered: Oct 2002
Posts: 40
Cadaver: did you put down some ideas or did you just crunch some of the info in the atmds-docs into
>> 2002-10-21 21:04 Cadaver
>>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.
??? I mean this sounded quite familiar to me.
Also I think what you explained afterwards, sounds like the way cybertracker handles its instruments (if you think hex instead of ct's cool grafix for the siddata)
2002-10-21 23:57
St0fF

Registered: Oct 2002
Posts: 40
Oh my god, I know, where I read stuff like this before...i wrote it myself. after having most of the work on atmds 3 finished, i found some new ideas and c0ded some fragments of the AcitTrackPlayer 4.x.(I've been looking thru my disx here and found a backup copy of the source, pretty well documented concerning the ideas and data structures. the c0de itself is not very much documented, though) - if someone would be likely to use this to make a new veryvery good tracker/demo music player, I would release this c0de.
2002-10-22 04:18
cadaver

Registered: Feb 2002
Posts: 1160
St0fF: I think this idea was mainly influenced by the "weird/unusual" C64 music editors at "The Fridge", that made me think of the essence of instrument data

Cyberbrain:
I'll give you an example of one of my experiment-playroutines. If the "delay" parameter is 0, it means multiple instructions are fetched on one frame. And this example contains only one execution thread (because pulse execution is "limit"-based, like in Goattracker)

Del. Cmd
0 Gate $00 ;Executes and $fe on the waveform
0 ADSR $00 $00 ;Hard restart
1 Pulse $40 ;End first frame
------
0 Pulselim. $20 $a0
1 Pulsespd. $02 ;End second frame
------
0 Wave/Note $81 $C8
1 ADSR $02 $8A ;Set instrument's ADSR
------
1 Wave/Note $41 $00
...
...



2002-10-22 06:26
St0fF

Registered: Oct 2002
Posts: 40
Ok, do you want to take the approach of making another new musiceditor with those ideas, Cadaver?
2002-10-22 07:25
cadaver

Registered: Feb 2002
Posts: 1160
No, I don't think I'll use time for that, at least for now. Right now I need an ultrafast playroutine (10-11 lines) for MW4 musics, and I'll do the editor for that.
2002-10-22 07:26
cadaver

Registered: Feb 2002
Posts: 1160
Ah, that "need" was a bad choice of words. The fast (quite traditional) playroutine is already written, but of course some final optimizations are to be done..
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